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Death is but a Dream 9

Level 11

General

Wandering
Monsters

Room #1

Dungeon Walls

Masonry (Climb DC 20)

Dungeon Floor

Flagstone

Temperature

Warm

Illumination

Shadowy (witchlight every 20 ft.)

1 x Devourer, wandering aimlessly

1 x Devourer, consumed by disease and madness

11 x Chimera Skeleton, actively patrolling their territory

6 x Ettin Skeleton, wielding bizarre eldritch powers

1 x Devourer, consumed by disease and madness

8 x Advanced Megaraptor Skeleton, lost and desperate

West Entry
South Entry
Monster

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
7 x Chimera Skeleton
Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6
squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk
+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7
melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);
Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60
ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19,
Dex 15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Trap

Hidden Treasure

Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual


reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13
Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a
10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.
Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 25, break DC 28; hard
10, 60 hp)
2000 gp; Blue Diamond (3000 gp), Bright Green Emerald (5000 gp), Peridot (60
gp); hoard total 10060 gp

Room #2

West Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #1

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #3

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Empty

Room #3

North Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features

A stair ascends to a wooden platform in the south-east corner of the room, The

north and west walls have been engraved with incoherent spirals
Monster

11 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 1500 gp; Golden Yellow Topaz (700 gp), Onyx (40 gp); hoard total 2240
gp

Room #4

North Entry
East Entry
Room Features

Room #5

Room #6

Room #7

Archway
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
A stone stair ascends towards the east wall, A pile of rotten rope lies in the west
side of the room

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
10 hp)
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.

West Entry #3

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20
melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 14; Disable Device DC 16.

South Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1
to break DC)
Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15
melee (6d6); multiple targets (can strike all characters in two adjacent specified
squares); Search DC 20; Disable Device DC 25.

Room Features

Lit candles are scattered across the floor, An overwhelming stench fills the southeast corner of the room

North Entry #1

Archway

North Entry #2

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features

A tile mosaic of geometric patterns covers the floor, Skeletons hang from chains
and manacles against the east wall

North Entry

Archway

West Entry

Archway

East Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #2

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;
DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in
each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target

each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target
for 1d4+2 each); Search DC 18; Disable Device DC 25.
South Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

Empty

Room #8

North Entry #1

Stuck Iron Door (break DC 28; hard 10, 60 hp)

North Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #1

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) (slides down,
+1 to break DC)

South Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Monster

1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #9

East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features

Room #10

North Entry

A crater has been blasted into the floor in the north side of the room, Spirals of
gray stones cover the floor

Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

Empty

Room #11

North Entry #1

Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magically reinforced, +10
to break DC)

Room Features

A circle of tall stones stands in the west side of the room, Several pieces of torn
paper are scattered throughout the room

Monster

2 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Trap

Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3
rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6

rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6
Con); Search DC 21; Disable Device DC 21.
Hidden Treasure

Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 30, break DC
25; hard 5, 20 hp)
1100 gp; Arcane Scroll (Hypnotism (25 gp), Hold Person (375 gp)) (total 400 gp);
hoard total 1500 gp

Room #12

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #13

North Entry
East Entry
Room Features

Room #14

Archway
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Several square holes are cut into the ceiling and floor, A pile of bent copper coins
lies in the south-west corner of the room

West Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

East Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

South Entry
Monster

Archway
10 x Owlbear Skeleton
Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6
squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2;
Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1
melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort
+1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #15

East Entry

South Entry

Room Features

Room #16

North Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
10 hp)
Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic
reset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to target
nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary
targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) (slides to one
side, +1 to break DC)
The floor is covered with ash, Several pieces of rotten rope are scattered
throughout the room

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #1

Archway

West Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry
Room Features
Monster

Unlocked Strong Wooden Door (hard 5, 20 hp)


Iron chains hang from the ceiling in the west side of the room, Several pieces of
rotting wood are scattered throughout the room
9 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp

+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: Black Pearl (800 gp), Onyx (30 gp); Arcane Scroll (Magic Missile (25
gp), Darkvision (150 gp)) (total 175 gp), Wand of Darkness (43 of 50 charges)
(3870 gp); hoard total 4875 gp

Room #17

West Entry
Room Features

Room #18

Unlocked Simple Wooden Door (hard 5, 10 hp)


Several headless statues are scattered throughout the room, A pile of iron spikes
lies in the west side of the room

East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features
Monster

A fountain of water sits against the north wall, A metallic odor fills the room
4 x Gray Render Zombie
Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full
Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10
ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,
undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis
10, Cha 1
Skills and Feats: -; Toughness

Room #19

Room #20

Room #21

North Entry

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

South Entry #1

Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)
Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.

South Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features

A tile mosaic of vile acts covers the floor, A pile of broken arrows lies in the north
side of the room

West Entry #1

Archway

West Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)

Room Features

Patches of mushrooms grow in the north side of the room, A dull dagger lies in the
south side of the room

North Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden
lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6

poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.
West Entry #1

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break
DC)

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)

Empty

Room #22

West Entry
South Entry
Room Features
Monster

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
A faded and torn tapestry hangs from the west wall, A stone dais and throne sits in
the south-east corner of the room
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Room #23

West Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #3

Archway

East Entry
South Entry
Room Features

Room #24

North Entry
West Entry
South Entry

Monster

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Archway
A fountain of water sits against the north wall, A pile of sundered shields lies in
the east side of the room

Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC)
Archway
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp)
12 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 200 pp; Amethyst (80 gp), Iolite (50 gp); Divine Scroll (Obscuring Mist

Treasure: 200 pp; Amethyst (80 gp), Iolite (50 gp); Divine Scroll (Obscuring Mist
(25 gp), Obscuring Mist (25 gp)) (total 50 gp), Marvelous Pigments (4000 gp)
(Inscription provides clue to function); hoard total 6180 gp

Room #25

Room #26

West Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #1

Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry #2

Archway

Room Features

A shallow pit lies in the south-east corner of the room, A large kiln and coal bin sit
in the north side of the room

North Entry #1

Archway

North Entry #2

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

East Entry #1

Archway

East Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry
Monster

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


3 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Room #27

East Entry

South Entry
Room Features
Monster

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16
melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save
resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.
Archway
The north and east walls have been engraved with glowing runes, The sound of
chimes can be heard in the center of the room
2 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Room #28

South Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)

Empty

Room #29

East Entry #1

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;

Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;


spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.
East Entry #2
South Entry
Monster

Unlocked Good Wooden Door (hard 5, 15 hp)


Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
2 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Hidden Treasure

Hidden (Search DC 30) Trapped and Locked Good Wooden Chest (Open Lock DC
30, break DC 18; hard 5, 15 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.
2100 gp; Red-brown Spinel (90 gp); Rod of Wonder (12000 gp); hoard total
14190 gp

Room #30

Room #31

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

Room Features

A fountain of water sits against the east wall, A splashing noise fills the room

West Entry

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

East Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break
DC)
Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20
melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.

Empty

Room #32

Room #33

North Entry

Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

South Entry #1

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16
melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save
resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

South Entry #2

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;
spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC
31; Disable Device DC 31.

South Entry #3

Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features

The ceiling is covered with stalactites, A pile of shattered weapons lies in the
south side of the room

East Entry
South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)

Monster

7 x Ghast (ghoul) and 12 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: Deep Blue Spinel (200 gp), Eye Agate (11 gp), Jade (130 gp), Red-brown
Spinel (100 gp); hoard total 441 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #34

North Entry #1

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

North Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

North Entry #3

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry
Monster

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


13 x Shadow
Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly
40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11;
Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee
(1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength
damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits;
AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #35

North Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;
DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in
each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target
for 1d4+2 each); Search DC 18; Disable Device DC 25.

East Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #1

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

South Entry #2

Stuck Iron Door (break DC 28; hard 10, 60 hp)

Empty

Room #36

North Entry

Archway

West Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Doorknob Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no
reset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;
Disable Device DC 16.

East Entry

Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

Room Features

Room #37

North Entry

A tile mosaic of ghoulish carnage covers the floor, A chirping noise can be heard
in the south-west corner of the room

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)

West Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21
ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.
area); Search DC 26; Disable Device DC 20.

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #38

North Entry #1

Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)

North Entry #2

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden
lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.

West Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry

Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30, break DC
15; hard 5, 10 hp)

Room Features

A sloped pit lined with iron spikes lies in the north-west corner of the room, The
ceiling is covered with cracks

Monster

4 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #39

West Entry

Archway

East Entry

Archway

Empty

Room #40

North Entry #1

Archway

North Entry #2

Archway

West Entry

South Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
10 hp)
Doorknob Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no
reset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;
Disable Device DC 16.
Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic
reset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, or
Will save, depending on effect); Search DC 32; Disable Device DC 32.

Will save, depending on effect); Search DC 32; Disable Device DC 32.


Empty

Room #41

North Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;
DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in
each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target
for 1d4+2 each); Search DC 18; Disable Device DC 25.

North Entry #3

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

East Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry

Archway

Empty

Room #42

North Entry
East Entry #1

Archway

East Entry #2

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual
reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13
Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a
10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

South Entry

Secret (Search DC 30) Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.

Room Features

Room #43

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Entry
West Entry
Room Features
Monster

A large kiln and coal bin sit in the north-west corner of the room, Several pieces of
torn paper are scattered throughout the room

Unlocked Strong Wooden Door (hard 5, 20 hp)


Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
The south and east walls have been engraved with incoherent spirals, A pile of
rotten fruit lies in the south-west corner of the room
3 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #44

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry

Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

A stream of blood flows through the room, Several rotten apples are scattered
throughout the room

Room #45

North Entry

Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)


Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features
Monster

A ladder ascends to a wooden platform in the south-west corner of the room, The
north and east walls are covered with mold
14 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp
+15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged
(1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee
(1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -;
SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft.,
immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23,
Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #46

Room #47

West Entry

South Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features

Numerous pillars line the south and east walls, The floor is covered with
bloodstains

West Entry #1

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #2

Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp)
Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

East Entry
South Entry

Room Features

Room #48

Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
15 hp)
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14
ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save
resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

North Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Trapped and Unlocked Stone Door (hard 8, 60 hp)
Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15
ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by
10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save
resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.
A tile labyrinth covers the floor, Several headless statues are scattered throughout
the room

Archway

West Entry #1

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

West Entry #2

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

South Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features
Monster

A tile labyrinth covers the floor, A simple fireplace sits against the west wall
11 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #49

West Entry

Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Monster

1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Room #50

North Entry

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Room Features

Room #51

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC
20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4
spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

North Entry
West Entry

Skeletons hang from chains and manacles against the south wall, A charred book
lies in the north side of the room

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #52

North Entry
East Entry
Room Features
Monster

Unlocked Strong Wooden Door (hard 5, 20 hp)


Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A faded and torn tapestry hangs from the north wall, A rotting odor fills the center
of the room
4 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ

wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Room #53

North Entry

West Entry

Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
15 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

East Entry

Unlocked Stone Door (hard 8, 60 hp)

Room Features

Room #54

Sporadic knocking can be faintly heard near the east wall, Several pieces of rotting
wood are scattered throughout the room

West Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry
South Entry

Room Features

Room #55

Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
10 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

North Entry
West Entry
South Entry
Monster

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
A well lies in the west side of the room, A mural of a legendary battle covers the
ceiling

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
9 x Ghast (ghoul) and 13 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1300 gp; Brass Coffer (800 gp), Fox Fur Ribbon set with Lapis Lazuli
(200 gp), Fox Fur Sash (500 gp), Small Vial of Perfume (80 gp); Divine Scroll
(Pass without Trace (25 gp)) (total 25 gp), Potion of Darkvision (300 gp), Potion
of Eagle's Splendor (300 gp); hoard total 3505 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #56

West Entry #1

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.

West Entry #2

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

East Entry

Room Features
Monster

Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th level
wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device
DC 29.
A large kiln and coal bin sit in the south side of the room, Ghostly wailing fills the
room
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Room #57

East Entry
South Entry
Room Features
Monster

Archway
Unlocked Simple Wooden Door (hard 5, 10 hp)
A tile mosaic of a legendary battle covers the floor, The sound of chimes can be
faintly heard near the south wall
9 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision
60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int
11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, BlindFight

Room #58

West Entry #1

Archway

West Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry
Monster

Archway
6 x Shadow
Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly
40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11;
Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee
(1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength
damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits;
AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #59

Room #59

North Entry #1

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden
lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.

North Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room Features

Room #60

North Entry

A well lies in the west side of the room, A mural of legendary monsters covers the
ceiling

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.

South Entry #1

Unlocked Stone Door (hard 8, 60 hp)

South Entry #2

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Room Features

A tile labyrinth covers the floor, A chirping noise fills the room

Monster

8 x Gray Render Zombie


Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full
Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10
ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,
undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis
10, Cha 1
Skills and Feats: -; Toughness

Room #61

West Entry #1

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

West Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Empty

Room #62

North Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Entry #2

Archway

Room Features

The north and east walls have been engraved with a row of arcane runes, The floor
is covered with mold

Monster

15 x Ghast (ghoul) and 11 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 8000 sp; Ermine Mask (600 gp), Ermine Pennant (5000 gp), Gold Full
Plate wreathed in Silver Continual Flame (3000 gp), Red Spinel Miniature (of an
Owl) (300 gp), Small Bag of Incense (160 gp); hoard total 9860 gp

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #63

West Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

East Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry
Room Features
Monster

Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)


A wooden platform hangs over a deep pit in the south-west corner of the room, A
stone dais and throne sits in the south side of the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #64

North Entry
West Entry

Room #65

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Trapped and Unlocked Iron Door (hard 10, 60 hp)
Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

Room Features

A tapestry of vile acts hangs from the west wall, A toppled statue lies in the center
of the room

North Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic
reset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to target
nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary
targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.

South Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

Monster

1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #66

East Entry

Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #2

Stuck Iron Door (break DC 28; hard 10, 60 hp)

Empty

Room #67

Room #68

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Entry #1

Unlocked Iron Door (hard 10, 60 hp) (slides down, +1 to break DC)

South Entry #2

Archway

Room Features

Skeletons hang from chains and manacles against the west wall, A suphurous odor
fills the room

West Entry
Room Features
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


A tile mosaic of ghoulish carnage covers the floor, A simple fireplace sits against
the east wall
7 x Advanced Megaraptor Skeleton
Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #69

North Entry
East Entry

Monster

Archway
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break
DC)
Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;
multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7
rounds); Search DC 27; Disable Device DC 27.
7 x Advanced Megaraptor Skeleton
Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #70

West Entry
East Entry #1

Stuck Iron Door (break DC 28; hard 10, 60 hp)


Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;
never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save
resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 25; Disable Device DC 20.

East Entry #2

Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry #2

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.

Monster

8 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #71

North Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC
20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC
18.

East Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spell
effect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);
Search DC 32; Disable Device DC 32.

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)

Empty

Room #72

North Entry #1

Archway

North Entry #2

Archway

East Entry
Room Features

Room #73

East Entry
Room Features
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


A stone stair ascends towards the north wall, A small table and crude idol sit in the
south side of the room

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


A circle of tall stones stands in the east side of the room, A bent key lies in the
south-west corner of the room
10 x Gray Render Zombie
Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full
Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10
ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,
undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis
10, Cha 1
Skills and Feats: -; Toughness

Room #74

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry

Archway

South Entry
Room Features
Monster

Archway
A tile labyrinth covers the floor, Howling fills the room
5 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #75

North Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #1

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #2

Archway

Hidden Treasure

Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 20, break DC
25; hard 5, 20 hp)
1400 gp; Carved Wooden Staff studded with Silver (1200 gp), Ceramic Miniature
(of a Female Dwarf) (80 gp), Marble Goblet (600 gp), Silk Hunter's Cap (500 gp);
hoard total 3780 gp

Room #76

North Entry
Room Features

Room #77

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


Various torture devices are scattered throughout the room, A shattered club lies in
the south-west corner of the room

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.

South Entry #1

Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down,
+1 to break DC)

South Entry #2

Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features

A rope ascends to a wooden platform in the north side of the room, The ceiling is
covered with cobwebs

Monster

1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Trap

Water-Filled Room: CR 4; mechanical; location trigger; automatic reset; multiple


targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (5 rounds);
liquid; Search DC 17; Disable Device DC 23.

Room #78

West Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.

East Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1
to break DC)
Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex
save half damage); Search DC 28; Disable Device DC 28.

South Entry
Room Features
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


A hole has been blasted into the north wall, A stone sarcophagus sits in the north
side of the room
2 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #79

North Entry
West Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Trapped and Unlocked Iron Door (hard 10, 60 hp)
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic
reset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, or
Will save, depending on effect); Search DC 32; Disable Device DC 32.

East Entry #1

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry #2

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

South Entry

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC
20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC
18.

Room Features

Several alcoves are cut into the south wall, Spirals of green stones cover the floor

Monster

11 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Trap

Hidden Treasure

Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spell
effect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);
Search DC 32; Disable Device DC 32.
Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break DC 28; hard
10, 60 hp)
2200 gp; Brown-green Garnet (100 gp), Carnelian (30 gp), Fiery Yellow Corundum
(700 gp), Hematite (12 gp), Jasper (20 gp), Jasper (60 gp), Rose Quartz (30 gp),
White Pearl (110 gp), Zircon (30 gp); hoard total 3292 gp

Room #80

North Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Room #80

North Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 28; Disable Device DC 28.

East Entry

Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 to break
DC)

South Entry

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

Room Features

A wooden platform hangs over a deep pit in the center of the room, Patches of
mushrooms grow in the north side of the room

Monster

7 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 900 gp; Blue Quartz (6 gp), Golden Yellow Topaz (600 gp), Malachite (9
gp), Rhodochrosite (11 gp), Violet Garnet (500 gp), White Pearl (110 gp); Divine
Scroll (Deathwatch (25 gp), Deathwatch (25 gp)) (total 50 gp); hoard total 2186 gp

Room #81

North Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

North Entry #2

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

South Entry

Room #82

Trap

Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;


spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

East Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21
ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.
area); Search DC 26; Disable Device DC 20.

Room Features

Room #83

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

A circle of tall stones stands in the south-west corner of the room, A wooden ladder
rests against the west wall

West Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features
Monster

A rattling noise fills the room, Several barrel staves are scattered throughout the
room
2 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12

-, Int 6, Wis 12, Cha 12


Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #84

Room #85

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

Room Features

A narrow shaft descends from the room into a magical cyst below, An altar of evil
sits in the north side of the room

South Entry

Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)

Monster

15 x Ghast (ghoul) and 10 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1200 gp; Banded Agate (8 gp), Black Star Sapphire (1100 gp), Eye Agate
(11 gp), Lapis Lazuli (7 gp), Pink Pearl (90 gp), Tourmaline (100 gp); hoard total
2516 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #86

Trap

Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic


reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex
save half damage); Search DC 28; Disable Device DC 28.

North Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14
ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save
resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

East Entry
South Entry
Room Features

Room #87

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Unlocked Simple Wooden Door (hard 5, 10 hp)
A tapestry of geometric patterns hangs from the west wall, Several iron cages are
scattered throughout the room

East Entry #1

Archway

East Entry #2

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

South Entry

Archway

Empty

Room #88

West Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magically reinforced, +10

East Entry
South Entry
Room Features
Monster

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (magically reinforced, +10
to break DC)
Archway
The floor is covered with bloodstains, A pile of corroded iron spikes lies in the
north-east corner of the room
15 x Chimera Skeleton
Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6
squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk
+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7
melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);
Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60
ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19,
Dex 15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #89

North Entry
East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Doorknob Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no
reset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;
Disable Device DC 16.

South Entry #1

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

South Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #90

North Entry

Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)

West Entry

Archway

South Entry

Archway

Empty

Room #91

West Entry

Archway

East Entry

Secret (Search DC 20) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp) (slides up, +2 to break DC)

South Entry

Room #92

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

Room Features

The north and west walls have been engraved with evil symbols, A toppled statue
lies in the south side of the room

North Entry #1

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry
Room Features
Monster

Archway
A mural of arcane patterns covers the ceiling, Howling can be faintly heard near the
south wall
3 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,

ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #93

Room #94

East Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #1

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #2

Archway

South Entry #3

Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features

A simple fireplace sits against the west wall, The floor is covered with dust

West Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15
melee (6d6); multiple targets (can strike all characters in two adjacent specified
squares); Search DC 20; Disable Device DC 25.

South Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #3

Archway

Room Features

A circle of tall stones stands in the south side of the room, A mouldy odor fills the
room

Monster

5 x Cloud Giant Skeleton


Cloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd 50 ft.
(10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed 11; Base Atk
+8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee
(1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13 melee (4d6+18,
gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12,
rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage reduction 5/bludgeoning,
darkvision 60 ft., immunity to cold, oversize weapon, undead traits; AL NE; SV
Fort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #95

East Entry
South Entry

Room Features

Room #96

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15
melee (6d6); multiple targets (can strike all characters in two adjacent specified
squares); Search DC 20; Disable Device DC 25.
An overwhelming stench fills the room, A pair of dice lies in the north-east corner
of the room

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)

Monster

9 x Gray Render Zombie


Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full
Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10
ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,

ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,


undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis
10, Cha 1
Skills and Feats: -; Toughness

Room #97

West Entry

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

East Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Monster

7 x Advanced Megaraptor Skeleton


Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #98

North Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)

Monster

3 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #99

North Entry #1

Archway

North Entry #2

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry

South Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex
save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4
each); Search DC 21; Disable Device DC 20.
Archway

Empty

Room #100

North Entry #1

Archway

North Entry #2

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry
South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Archway

Empty

Room #101

North Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #1

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual
reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13
Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a
10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

South Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)

Room Features

A stone sarcophagus sits in the south-east corner of the room, The ceiling is
covered with bloodstains

Monster

13 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly 30
ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14;
Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Full Atk
+3 melee (1d4 Wisdom drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Babble, madness, Wisdom drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -,
Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0
(+2 following tracks); Improved Initiative, Lightning Reflexes

Room #102

East Entry #1

Unlocked Iron Door (hard 10, 60 hp)

East Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry
Monster

Archway
3 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Room #103

South Entry
Room Features

Room #104

South Entry
Room Features

Room #105

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
A balcony hangs from the west wall, A tile labyrinth covers the floor

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


A faded and torn tapestry hangs from the south wall, A pile of iron spikes lies in
the north-east corner of the room

North Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

Empty

Room #106

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #1

Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp)

South Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #2
Trap

Hidden Treasure

Unlocked Strong Wooden Door (hard 5, 20 hp)


Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10
ft. by 10 ft. area); Search DC 26; Disable Device DC 25.
Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28; hard
10, 60 hp)
1500 gp; Carnelian (30 gp), Carnelian (60 gp), Deep Blue Spinel (700 gp), Iolite
(40 gp), Red Spinel (90 gp), Turquoise (10 gp), Zircon (60 gp); Bastard Sword
(Medium) (+2 weapon) (8335 gp), Potion of Resist Energy (10) (300 gp), Wand of
Bear's Endurance (42 of 50 charges) (Inscription provides clue to function) (3780
gp), Wand of Cat's Grace (25 of 50 charges) (Inscription provides clue to function)
(2250 gp); hoard total 17155 gp

Room #107

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #1

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable Device
DC 31.

South Entry #2

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slides
to one side, +1 to break DC)

Monster

13 x Chimera Skeleton
Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6
squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk
+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7
melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);
Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60
ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19,
Dex 15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #108

West Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)

Monster

4 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #109

North Entry

East Entry
South Entry
Monster

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.
Archway
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
2 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #110

North Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #1

Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

West Entry #2

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
10 hp)
Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.

East Entry

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

Empty

Room #111

North Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry

Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #112

North Entry
West Entry

Secret (Search DC 20) Trapped and Locked Iron Door (Open Lock DC 25, break DC
28; hard 10, 60 hp)
Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.

East Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features

Room #113

North Entry

A stair ascends to a catwalk hanging between the east and west walls, A pile of
rotten apples lies in the south-west corner of the room

Stuck Stone Door (break DC 28; hard 8, 60 hp)

West Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features

Room #114

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

North Entry

West Entry

A chute descends from the room into a plundered tomb below, Spirals of white
stones cover the floor

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #115

West Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry

Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry

Room Features
Trap

Room #116

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides
down, +1 to break DC)
Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;
never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save
resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 25; Disable Device DC 20.
A balcony hangs from the south wall, A torn backpack lies in the north-west corner
of the room
Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21
ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.
area); Search DC 26; Disable Device DC 20.

North Entry #1

Archway

North Entry #2

Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
20 hp)
Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;
spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,
depending on terrain); Search DC 32; Disable Device DC 32.

West Entry

Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 28; Disable Device DC 28.

South Entry
Room Features
Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


A stone stair ascends towards the east wall, An unidentifiable odor fills the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #117

West Entry

East Entry #1

Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC
20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4
spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry #2
South Entry

Monster

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Trapped and Unlocked Stone Door (hard 8, 60 hp)
Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable Device
DC 31.
3 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Room #118

West Entry
South Entry
Room Features
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
A chute falls into the room from above, A large demonic idol sits in the north side
of the room
6 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.
(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed
13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);
Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort
+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,
Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,
Improved Initiative

Trap

Hidden Treasure

Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.
Hidden (Search DC 25) Unlocked Simple Wooden Chest (hard 5, 10 hp)
240 pp; Black Pearl (200 gp), Carnelian (40 gp), Freshwater Pearl (13 gp), Obsidian
(11 gp), Rock Crystal (50 gp); hoard total 2714 gp

Room #119

West Entry

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;
spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save half
damage); Search DC 31; Disable Device DC 31.

East Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #120

North Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break
DC)

North Entry #3

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

East Entry #1

Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex save

Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex save


avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.
East Entry #2
South Entry

Room #121

Stuck Iron Door (break DC 28; hard 10, 60 hp)


Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features

Several square holes are cut into the north and south walls, A circle of tall stones
stands in the south side of the room

North Entry #1

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

North Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Entry #3

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #1

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Monster

4 x Young Adult Red Dragon Skeleton


Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Room #122

North Entry
West Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)


Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #1

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #2

Archway

Room Features

A chute descends from the room into a natural cavern below, A pair of boots lies in
the west side of the room

Monster

4 x Advanced Megaraptor Skeleton


Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #123

West Entry

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Doorknob Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no
reset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;
Disable Device DC 16.

South Entry #1

Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #3

Archway

Empty

Room #124

North Entry
Room Features
Monster

Archway
A mural of ancient mythology covers the ceiling, Several wax blobs are scattered
throughout the room
2 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #125

West Entry
Room Features

Room #126

West Entry

An iron chandelier hangs from the ceiling in the west side of the room, A shattered
sword lies in the north-east corner of the room

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #1

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

East Entry #2

Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)

Room Features

Room #127

Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry

Monster

A tile labyrinth covers the floor, Several pieces of broken glass are scattered
throughout the room

Secret (Search DC 20) Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
5 x Gray Render Zombie
Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full
Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10
ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,
undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis
10, Cha 1
Skills and Feats: -; Toughness

Room #128

North Entry

West Entry
Room Features
Monster

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.
Unlocked Good Wooden Door (hard 5, 15 hp)
A simple fireplace sits against the west wall, A pile of barrel staves lies in the
south-east corner of the room
12 x Chimera Skeleton
Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6
squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk
+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7
melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);
Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60

Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60


ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19,
Dex 15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #129

West Entry
Monster

Archway
6 x Ghast (ghoul) and 11 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 20000 cp; Alexandrite (400 gp), Jasper (60 gp), Malachite (14 gp); hoard
total 674 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #130

West Entry

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

East Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

Monster

1 x Dread Wraith and 5 x Wraith


Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60
ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;
Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal
touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,
daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis
14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,
Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, BlindFight, Combat Reflexes, Improved Initiative

Room #131

North Entry
West Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #1

Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #2

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry
South Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual
reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13
Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a
10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

Empty

Room #132

Room #133

Room #134

West Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1
to break DC)
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

A well lies in the west side of the room, A charred book lies in the center of the
room

South Entry #1

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

South Entry #2

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14
ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save
resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

Room Features

A circle of tall stones stands in the south side of the room, Torch sconces line the
walls

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Monster

16 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60
ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;
Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal
touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,
daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis
14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,
Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, BlindFight, Combat Reflexes, Improved Initiative

Room #135

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #1

Archway

East Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #1

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;
never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save
resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 25; Disable Device DC 20.

South Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

Room #136

North Entry
Monster

A crater has been blasted into the floor in the north-west corner of the room, A
faded and torn tapestry hangs from the south wall

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


12 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 240 pp; Rock Crystal (50 gp); Dust of Appearance (1800 gp), Potion of
Cure Moderate Wounds (300 gp), Potion of Mage Armor (50 gp), Potion of
Remove Fear (50 gp); hoard total 4650 gp

Trap

Hidden Treasure

Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;
never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save
resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. room);
Search DC 25; Disable Device DC 20.
Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 30, break DC
15; hard 5, 10 hp)
9000 sp; Bronze Bracers (700 gp), Brown-green Garnet Ewer (1200 gp), Leather
Belt set with Carnelian (500 gp); hoard total 3300 gp

Room #137

West Entry

Archway

South Entry

Archway

Empty

Room #138

North Entry
West Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)


Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Empty

Room #139

West Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Empty

Room #140

North Entry #1

Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
15 hp)
Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);
automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflex
save half damage); Search DC 30; Disable Device DC 30.

North Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

North Entry #3

Secret (Search DC 30) Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.

North Entry #4
West Entry
Monster

Archway
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
11 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #141

West Entry
Monster

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
11 x Advanced Megaraptor Skeleton
Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #142

West Entry

Room Features
Monster

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.
Numerous pillars line the north and east walls, A circle of tall stones stands in the
north-west corner of the room
13 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision
60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int
11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, BlindFight

Room #143

North Entry #1

Archway

North Entry #2

Archway

West Entry

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

South Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry #2

Archway

Room Features

Several square holes are cut into the north and south walls, A circle of tall stones
stands in the center of the room

Monster

5 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead

Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead


traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #144

North Entry
East Entry
Monster

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
5 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #145

Trap

Lock Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no reset;


poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;
Disable Device DC 16.

North Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry

Archway

Room Features
Monster

A narrow pit covered by iron bars lies in the north-west corner of the room, A
rusted gauntlet lies in the north-west corner of the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #146

North Entry

East Entry
South Entry
Room Features

Room #147

North Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic
reset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to target
nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary
targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Spirals of green stones cover the floor, A wooden ladder rests against the west wall

Archway

North Entry

Room #148

East Entry

Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)

Room Features

An iron chandelier hangs from the ceiling in the east side of the room, A sour odor
fills the room

East Entry

Archway

South Entry

Archway

Room Features

Room #149

Part of the north wall has collapsed into the room, A tile mosaic of geometric
patterns covers the floor

West Entry

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21
ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.
area); Search DC 26; Disable Device DC 20.

East Entry

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

South Entry

Room Features

Room #150

Archway

Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC 18; hard 5,
15 hp) (slides up, +2 to break DC)
Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16
melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save
resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.
A stair ascends to a wooden platform in the south-east corner of the room, The
floor is covered with stone rubble

North Entry

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides up, +2 to break DC)

South Entry

Archway

Room Features
Monster

Several iron cages are scattered throughout the room, Several iron blobs are
scattered throughout the room
7 x Advanced Megaraptor Skeleton
Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Trap

Room #151

North Entry

Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex


save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4
each); Search DC 21; Disable Device DC 20.

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Empty

Room #152

North Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides
down, +1 to break DC)
Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20
melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 14; Disable Device DC 16.

Search DC 14; Disable Device DC 16.


South Entry

Room Features
Monster

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect
(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;
Disable Device DC 28.
A stone ramp ascends towards the south wall, Several rotten apples are scattered
throughout the room
4 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #153

South Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

Empty

Room #154

North Entry

Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th level
wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device
DC 29.

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

Monster

4 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #155

North Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)

West Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

East Entry
South Entry
Room Features
Monster

Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) (slides to one
side, +1 to break DC)
Unlocked Strong Wooden Door (hard 5, 20 hp)
A shallow pit lies in the center of the room, A tile mosaic of legendary monsters
covers the floor
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,

SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,


undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #156

North Entry #1

Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

North Entry #2

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry
Room Features

Room #157

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Skeletons hang from chains and manacles against the south and west walls,
Chanting can be heard in the center of the room

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry

Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features

A narrow shaft descends from the room into a midden chamber below, Skeletons
hang from chains and manacles against the south wall

Monster

7 x Advanced Megaraptor Skeleton


Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #158

North Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

North Entry #2

Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides up, +2 to break DC)

South Entry
Room Features

Room #159

A stream of oil flows through the room, A tile labyrinth covers the floor

West Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features

Room #160

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry

A tile labyrinth covers the floor, Skeletons hang from chains and manacles against
the south and east walls

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);
automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflex
save half damage); Search DC 30; Disable Device DC 30.

East Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magically reinforced, +10
to break DC)

Room Features
Monster

Several square holes are cut into the south and west walls, Burning torches in iron
sconces line the east and west walls
7 x Advanced Megaraptor Skeleton
Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #161

North Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry

Archway

Empty

Room #162

North Entry #1

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

North Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry
Room Features
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


A well lies in the south-west corner of the room, A pair of dice lies in the north side
of the room
5 x Ghast (ghoul) and 8 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1200 gp; Leopard Fur Coat (900 gp); Cloak of Elvenkind (2500 gp)
(Inscription provides clue to function), Divine Scroll (Pass without Trace (25 gp),
Death Knell (150 gp), Summon Swarm (150 gp)) (total 325 gp), Heavy Steel Shield
(Medium) (+1 shield) (1170 gp); hoard total 6095 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #163

North Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Entry

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

Room Features

Room #164

West Entry
South Entry

A tile labyrinth covers the floor, A pile of candles lies in the south-east corner of
the room

Archway
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #165

North Entry

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

South Entry
Room Features
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


An altar of evil sits in the south side of the room, Jagged steel blades project from
cracks in the south and west walls
2 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack

Room #166

North Entry

Archway

West Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #2

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect
(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;
Disable Device DC 28.

West Entry #3

Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

Room Features
Monster

Part of the ceiling has collapsed into the room, A stone dais and throne sits in the
east side of the room
2 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack

Room #167

West Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry #1

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically
reinforced, +10 to break DC)
Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.

East Entry #2

Archway

Monster

1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);

+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Room #168

West Entry

Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.

East Entry #1

Archway

East Entry #2

Archway

Monster

10 x Ghast (ghoul) and 4 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1100 gp; Brass Medallion (400 gp), Carved Wooden Miniature (of a
Male Gnome) (100 gp), Lacquered Wooden Statue (of a God of Trickery) (1400 gp),
Silver Framed Masterpiece Painting (8000 gp); Potion of Magic Fang (50 gp);
hoard total 11050 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #169

West Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry

Archway

Room Features
Monster

Torch sconces line the east wall, Several pieces of blood-soaked clothing are
scattered throughout the room
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Room #170

West Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #3

Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 40, break DC 18;
hard 5, 15 hp)

hard 5, 15 hp)

Room #171

South Entry

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.

Room Features

A shallow pit lies in the south-west corner of the room, The south and west walls
have been engraved with evil symbols

West Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry

Archway

Room Features

Room #172

South Entry
Room Features
Monster

Several square holes are cut into the south and west walls, A metallic odor fills the
room

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


A faded and torn tapestry hangs from the west wall, Sporadic knocking can be
faintly heard near the south wall
4 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #173

East Entry #1

Unlocked Iron Door (hard 10, 60 hp)

East Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #1

Archway

South Entry #2

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides down, +1 to break DC)

Room Features

An altar of evil sits in the north-west corner of the room, A clicking noise fills the
room

Monster

5 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #174

North Entry #1

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

North Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #1

Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

Room #175

South Entry #1

Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect
(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;
Disable Device DC 28.

South Entry #2

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

Room Features

A rotting odor fills the north side of the room, A pile of rotten bread lies in the
north side of the room

West Entry

Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);
automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflex
save half damage); Search DC 30; Disable Device DC 30.

Room Features
Monster

A circle of tall stones stands in the north-east corner of the room, Several pieces of
rotten bread are scattered throughout the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #176

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)

Room Features

A circle of tall stones stands in the south side of the room, Various torture devices
are scattered throughout the room

Monster

4 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack

Room #177

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry

Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features
Monster

An iron chandelier hangs from the ceiling in the south-west corner of the room, A
thumping sound can be heard in the south-east corner of the room
2 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,

Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,


undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative
Hidden Treasure

Hidden (Search DC 20) Trapped and Unlocked Good Wooden Chest (hard 5, 15 hp)
Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect
(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;
Disable Device DC 28.
1900 gp; Box of Perfumed Candles (90 gp), Box of Perfumed Candles (120 gp),
Large Tapestry (1600 gp), Pewter Brooch (130 gp), Platinum Belt inlaid with Silver
(6000 gp); hoard total 9840 gp

Room #178

South Entry
Room Features
Trap

Room #179

Archway
A faded and torn tapestry hangs from the east wall, Burning torches in iron sconces
line the south and west walls
Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

South Entry #1

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #180

North Entry
East Entry

Room #181

Unlocked Strong Wooden Door (hard 5, 20 hp)


Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable Device
DC 31.

South Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #2

Archway

Room Features

A hole has been blasted into the north wall, A pile of rotten leather lies in the north
side of the room

North Entry

Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp)
Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable Device
DC 31.

West Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

East Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
10 hp)
Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;
spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save half
damage); Search DC 31; Disable Device DC 31.

South Entry

Monster

Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
15 hp)
Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th level
wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device
DC 29.
17 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flat-

squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #182

East Entry
Room Features
Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


A tapestry of arcane patterns hangs from the east wall, Several corroded iron spikes
are scattered throughout the room
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Trap

Room #183

North Entry

Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)

South Entry #2

Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;
spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,
depending on terrain); Search DC 32; Disable Device DC 32.

Room Features

A circle of tall stones stands in the west side of the room, A simple fireplace sits
against the south wall

Monster

5 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk
+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plus
mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damage
reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort
+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, Great
Fortitude, Toughness

Room #184

North Entry

Archway

South Entry

Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)


Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

Monster

10 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #185

West Entry
South Entry

Archway
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #186

Room #187

East Entry
South Entry #1

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.

South Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features

A narrow pit covered by iron bars lies in the center of the room, A mural of vile acts
covers the ceiling

North Entry

Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #1

Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

West Entry #2

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

Room Features

Room #188

Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry
East Entry
Monster

A faded and torn tapestry hangs from the west wall, Burning torches in iron
sconces line the south wall

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Unlocked Simple Wooden Door (hard 5, 10 hp)
6 x Ghast (ghoul) and 11 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1000 gp; Arcane Scroll (Bull's Strength (150 gp), Delay Poison (200 gp),
Detect Thoughts (150 gp)) (total 500 gp), Potion of Cure Light Wounds (50 gp),
Restorative Ointment (4000 gp) (Completely different effect curse), Ring of
Protection (+1) (2000 gp); hoard total 7550 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #189

East Entry
South Entry

Archway
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Monster

13 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60
ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;
Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal
touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,
daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis
14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,
Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, BlindFight, Combat Reflexes, Improved Initiative

Hidden Treasure

Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 20, break DC
25; hard 5, 20 hp)
Arcane Scroll (Cat's Grace (150 gp), Heroism (375 gp)) (total 525 gp), Divine
Scroll (Hold Person (150 gp), Sound Burst (150 gp)) (total 300 gp), Potion of Cat's
Grace (300 gp), Potion of Cure Moderate Wounds (300 gp); hoard total 1425 gp

Room #190

North Entry

Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)

West Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry

Archway

Room Features
Monster

A crater has been blasted into the floor in the west side of the room, Several iron
spikes are scattered throughout the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #191

North Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

West Entry #1

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.

West Entry #2

Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2
to break DC)

South Entry
Room Features
Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


A fountain of water sits against the north wall, An overwhelming stench fills the
room
12 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction

5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #192

North Entry
West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #2

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)

South Entry #1

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #2

Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
15 hp)
Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC
20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC
18.

Room Features

A mural of a legendary battle covers the ceiling, A stone sarcophagus sits in the
south-west corner of the room

North Entry

West Entry

Room #194

Room #195

Archway

East Entry #1

Trap

Room #193

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25


Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10
ft. by 10 ft. area); Search DC 26; Disable Device DC 25.

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20
melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.
Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features

A wooden platform hangs over a deep pit in the south side of the room, An acrid
odor fills the room

South Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry #2

Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features

A narrow ledge runs along the north and east walls, A tile labyrinth covers the
floor

North Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

Empty

Room #196

West Entry

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16
melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save
resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

East Entry

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slides up, +2
to break DC)

South Entry
Room Features

Unlocked Simple Wooden Door (hard 5, 10 hp)


Several square holes are cut into the walls, Several wax blobs are scattered

Room Features

Room #197

South Entry
Room Features
Monster

Several square holes are cut into the walls, Several wax blobs are scattered
throughout the room

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


A stone dais and throne sits in the south-west corner of the room, A pile of barrel
staves lies in the south side of the room
15 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #198

Room #199

West Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry #1

Archway

East Entry #2

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

Room Features

A stone sarcophagus sits in the east side of the room, A splashing noise fills the
room

North Entry #1

Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)
Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

North Entry #2

Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry

Monster

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.
4 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack

Room #200

North Entry

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15
melee (6d6); multiple targets (can strike all characters in two adjacent specified
squares); Search DC 20; Disable Device DC 25.

West Entry #1

Archway

West Entry #2

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

West Entry #3

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features

Moaning can be faintly heard near the west wall, A pile of rotten apples lies in the
center of the room

center of the room


Monster

8 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #201

North Entry

Unlocked Iron Door (hard 10, 60 hp)

West Entry #1

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

West Entry #2

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic
reset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to target
nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary
targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.

South Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #2

Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
15 hp)
Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (3
rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6
Con); Search DC 21; Disable Device DC 21.

Room Features

A shallow pit lies in the north-west corner of the room, The ceiling is covered with
stalactites

Monster

4 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60
ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;
Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal
touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,
daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis
14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,
Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, BlindFight, Combat Reflexes, Improved Initiative

Room #202

North Entry
West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break DC)

East Entry #1

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
(slides down, +1 to break DC)

East Entry #2

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

East Entry #3

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)

Monster

11 x Ghast (ghoul) and 11 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16

CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: Black Pearl (500 gp), Eye Agate (12 gp), Eye Agate (13 gp), Fire Opal
(1100 gp), Golden Yellow Topaz (500 gp), Jet (110 gp), Obsidian (11 gp), Peridot
(70 gp); Arcane Scroll (Charm Person (25 gp)) (total 25 gp), Potion of Magic Fang
(50 gp), Potion of Owl's Wisdom (300 gp); hoard total 2691 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #203

West Entry
Room Features

Room #204

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


A mural of arcane patterns covers the ceiling, The floor is covered with bloodstains

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry

Archway

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)

Empty

Room #205

North Entry #1

Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable Device
DC 31.

North Entry #2

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

West Entry #1

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

West Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry

Monster

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Room #206

Room #206

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #1

Archway

West Entry #2

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #207

North Entry

West Entry
South Entry

Room #208

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk
+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 24; Disable Device DC 20.
Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

A narrow ledge runs along the north and west walls, A simple cabinet and iron
cauldron sit in the south-east corner of the room

North Entry #1

Archway

North Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Empty

Room #209

North Entry

Monster

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;
never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save
resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 25; Disable Device DC 20.
1 x Dread Wraith and 2 x Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60
ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;
Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal
touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,
daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis
14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,
Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, BlindFight, Combat Reflexes, Improved Initiative

Trap

Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;
multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7
rounds); Search DC 27; Disable Device DC 27.

Hidden Treasure

Hidden (Search DC 25) Unlocked Simple Wooden Chest (hard 5, 10 hp)


1600 gp; Aquamarine (400 gp), Black Pearl (200 gp), Black Pearl (400 gp), Black
Pearl (800 gp), Carnelian (70 gp), Obsidian (10 gp), Rock Crystal (70 gp), Silver
Pearl (70 gp); Arcane Scroll (Color Spray (25 gp), Knock (150 gp)) (total 175 gp),
Arcane Scroll (Ray of Enfeeblement (25 gp), Phantom Trap (200 gp)) (total 225
gp), Divine Scroll (Curse Water (50 gp), Find Traps (150 gp), Remove Paralysis
(150 gp)) (total 350 gp), Potion of Levitate (300 gp); hoard total 4670 gp

Room #210

West Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #3

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic
reset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to target
nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary
targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.

East Entry #1

Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry #2

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;
spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,
depending on terrain); Search DC 32; Disable Device DC 32.

Monster

9 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: Fine Steel Goblet (400 gp), Platinum Signet Ring inlaid with Electrum
(1700 gp), Silver Greatsword set with Star Ruby (7000 gp); Divine Scroll (Calm
Emotions (150 gp), Lesser Restoration (150 gp)) (total 300 gp), Heavy Steel Shield
(Medium) (+2 shield) (4170 gp); hoard total 13570 gp

Room #211

North Entry
Room Features
Monster

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)


A tile mosaic of geometric patterns covers the floor, The ceiling is covered with
cracks
2 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack

Room #212

East Entry
Room Features

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)


Spirals of white stones cover the floor, An altar of evil sits in the center of the
room

Monster

8 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision
60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int
11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, BlindFight

Room #213

South Entry

Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th level
wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device
DC 29.

Room Features

A simple fireplace sits against the east wall, A pile of trash lies in the north side of
the room

Monster

2 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #214

West Entry

Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

South Entry #1

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger
(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6
Con); Search DC 25; Disable Device DC 19.

South Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

The floor is covered with slime, Several sundered shields are scattered throughout
the room

Trap

Hidden Treasure

Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28; hard
10, 60 hp)
250 pp; hoard total 2500 gp

Room #215

North Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

South Entry #1

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger
(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6
Con); Search DC 25; Disable Device DC 19.

South Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #3

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

The sound of chimes fills the room, A pile of rotting wood lies in the south-east
corner of the room

Monster

16 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4

Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #216

North Entry #1

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

North Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry
South Entry
Room Features

Room #217

West Entry
Room Features

Room #218

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


An altar of evil sits in the north side of the room, A pile of empty flasks lies in the
south-west corner of the room

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


A stone dais and throne sits in the west side of the room, A pile of torches lies in
the north side of the room

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)

Room Features

Room #219

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

A well lies in the south side of the room, The sound of dripping water fills the
room

North Entry

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC
20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4
spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

South Entry

Archway

Monster

1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #220

West Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21
ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.
area); Search DC 26; Disable Device DC 20.

East Entry

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)

Empty

Room #221

North Entry

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

West Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

East Entry

Archway

Trap
Hidden Treasure

Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20
melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.
Hidden (Search DC 20) Trapped and Unlocked Iron Chest (hard 10, 60 hp)
Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3
rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6
Con); Search DC 21; Disable Device DC 21.
280 pp; Banded Agate (14 gp), Blue Sapphire (1100 gp), Deep Blue Spinel (700
gp), Red Spinel (110 gp); hoard total 4724 gp

Room #222

South Entry

Archway

Empty

Room #223

East Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2

Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features
Monster

A tapestry of ghoulish carnage hangs from the west wall, Several empty bottles are
scattered throughout the room
2 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Room #224

West Entry #1

Stuck Iron Door (break DC 28; hard 10, 60 hp)

West Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

Monster

1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #225

North Entry
East Entry
Room Features

Room #226

Unlocked Good Wooden Door (hard 5, 15 hp)


Unlocked Simple Wooden Door (hard 5, 10 hp)
A large kiln and coal bin sit in the center of the room, A metallic odor fills the
north side of the room

West Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry

Archway

Empty

Room #227

North Entry

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)

Room Features

Room #228

East Entry
South Entry

An overwhelming stench fills the room, A broken spear lies in the east side of the
room

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)

Empty

Room #229

North Entry

Archway

East Entry

Archway

South Entry

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

Empty

Room #230

West Entry

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

Empty

Room #231

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry

Archway

East Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)

Room Features
Monster

Skeletons hang from chains and manacles against the east wall, The north and west
walls are covered with scorch marks
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV

Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Room #232

North Entry #1

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

North Entry #2

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC
20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC
18.

West Entry #1

Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry
Room Features
Monster

Stuck Stone Door (break DC 28; hard 8, 60 hp)


An altar of evil sits in the north-west corner of the room, A mouldy odor fills the
room
2 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Hidden Treasure

Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28; hard
10, 60 hp)
900 gp; Bloodstone (40 gp), Chalcedony (60 gp), Deep Blue Spinel (700 gp),
Emerald (1000 gp), Golden Pearl (110 gp), Golden Yellow Topaz (600 gp), Onyx
(70 gp), Star Ruby (900 gp); hoard total 4380 gp

Room #233

West Entry

Archway

East Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp)

Empty

Room #234

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features
Monster

An altar of evil sits in the south-east corner of the room, A pile of broken glass lies
in the west side of the room
1 x Dread Wraith and 2 x Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack


Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60
ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;
Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal
touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,
daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis
14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,
Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, BlindFight, Combat Reflexes, Improved Initiative

Room #235

North Entry

Archway

West Entry

Archway

Empty

Room #236

West Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #2

Archway

Room Features

Room #237

Spirals of yellow stones cover the floor, Several pieces of blood-soaked clothing
are scattered throughout the room

West Entry

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;
spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save half
damage); Search DC 31; Disable Device DC 31.

East Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

Monster

1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Trap

Hidden Treasure

Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 30, break DC
15; hard 5, 10 hp)
1500 gp; Deep Blue Spinel (300 gp); Bracers of Armor (+2) (4000 gp); hoard total
5800 gp

Room #238

North Entry #1

Archway

North Entry #2

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room Features

A circle of tall stones stands in the south-east corner of the room, A pile of torn

Room Features

Room #239

North Entry
East Entry
Room Features
Monster

A circle of tall stones stands in the south-east corner of the room, A pile of torn
paper lies in the south-west corner of the room

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
The floor is covered with stone rubble, Several pieces of blood-soaked clothing are
scattered throughout the room
4 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #240

North Entry
Monster

Archway
5 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #241

Room #242

West Entry

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
(slides down, +1 to break DC)

South Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
(slides to one side, +1 to break DC)

Room Features

Moaning can be faintly heard near the west wall, A pile of candles lies in the northwest corner of the room

North Entry #1

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic
reset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, or
Will save, depending on effect); Search DC 32; Disable Device DC 32.

North Entry #2

Archway

West Entry

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

East Entry #1

Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC
20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4
spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

East Entry #2

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10
ft. by 10 ft. area); Search DC 26; Disable Device DC 25.

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry
Monster

Unlocked Strong Wooden Door (hard 5, 20 hp)


13 x Ghast (ghoul) and 15 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1200 gp; Gold Mask (500 gp), Ivory Ring set with Moss Agate (100 gp);
Wand of Cat's Grace (43 of 50 charges) (3870 gp); hoard total 5670 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #243

West Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)

East Entry

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)

South Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to
break DC)

South Entry #2

Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)

South Entry #3

Archway

Room Features

Numerous pillars line the west wall, An iron chandelier hangs from the ceiling in
the north-east corner of the room

Monster

8 x Ghast (ghoul) and 6 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 7000 sp; Alexandrite (400 gp), Alexandrite (600 gp), Black Pearl (400
gp), Citrine (50 gp), Freshwater Pearl (10 gp), Jasper (40 gp); hoard total 2200 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #244

North Entry
West Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry #1

Unlocked Iron Door (hard 10, 60 hp)

East Entry #2

Archway

East Entry #3

South Entry

Room Features

Room #245

South Entry
Trap

Room #246

North Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)


Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual
reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13
Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a
10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.
A crater has been blasted into the floor in the south-west corner of the room, A
wooden ladder rests against the north wall

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)


Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #1

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

West Entry #2

Stuck Iron Door (break DC 28; hard 10, 60 hp)

East Entry

Room Features

Room #247

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)


Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20
melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 14; Disable Device DC 16.
Several headless statues are scattered throughout the room, Groaning can be heard
in the north-west corner of the room

East Entry

Archway

South Entry

Archway

Empty

Room #248

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry

Unlocked Stone Door (hard 8, 60 hp)

Empty

Room #249

North Entry
East Entry

Room #250

Archway
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14
ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save
resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

South Entry #1

Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

South Entry #2

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)

Room Features

A stone dais lies in the center of the room, A pile of empty bottles lies in the
south-east corner of the room

North Entry

Archway

South Entry #1

Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

South Entry #2

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)

Room Features

An altar of evil sits in the east side of the room, A pile of rotten fruit lies in the
north-east corner of the room

Monster

1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Room #251

West Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break
DC)

Empty

Room #252

West Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry

Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC
25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each
of two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

Trap

Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3
rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6
Con); Search DC 21; Disable Device DC 21.

Hidden Treasure

Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 25, break DC
25; hard 5, 20 hp)
Copper Pectoral set with Deep Green Spinel (1300 gp), Fine Leather Choker (800
gp), Unframed Painting (100 gp); Tome of Understanding (+5) (137500 gp)
(Unreliable curse); hoard total 139700 gp

Room #253

North Entry
West Entry

South Entry

Room Features
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14
ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save
resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.
Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides down, +1 to break DC)
Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;
spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC
31; Disable Device DC 31.
Burning torches in iron sconces line the north and south walls, The floor is
covered with humanoid bones
4 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,

ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #254

North Entry

East Entry
South Entry
Monster

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic
reset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to target
nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary
targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.
Unlocked Iron Door (hard 10, 60 hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
2 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk
+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plus
mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damage
reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort
+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, Great
Fortitude, Toughness
Treasure: 40 pp; Potion of Resist Energy (10) (300 gp); hoard total 700 gp

Room #255

North Entry

Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)
Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15
ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by
10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save
resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.

West Entry

Archway

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)

South Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Empty

Room #256

North Entry
West Entry
South Entry
Room Features
Monster

Stuck Iron Door (break DC 28; hard 10, 60 hp)


Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Unlocked Stone Door (hard 8, 60 hp)
Spirals of green stones cover the floor, An iron chain hangs from the ceiling in the
north-west corner of the room
3 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #257

East Entry
South Entry
Room Features

Room #258

West Entry
Room Features
Monster

Unlocked Good Wooden Door (hard 5, 15 hp)


Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A faded and torn tapestry hangs from the south wall, A pile of rotten leather lies in
the east side of the room

Unlocked Simple Wooden Door (hard 5, 10 hp)


A rope ascends to a catwalk hanging between the east and west walls, The ceiling is
covered with cracks
15 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #259

West Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

East Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

South Entry
Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


12 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 1700 gp; Bronze Helmet (1400 gp), Gilded Wooden Idol (of a War God)
inlaid with Adamantine (5000 gp); Cloak of Elvenkind (2500 gp) (Inscription
provides clue to function), Dust of Illusion (1200 gp), Ring of Counterspells
(4000 gp) (Design provides clue to function); hoard total 15800 gp

Room #260

North Entry

Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable Device
DC 31.

West Entry #1

Archway

West Entry #2

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry
Monster

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
13 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast

drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast


healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 1700 gp; Alexandrite (700 gp), Blue Quartz (12 gp), Golden Yellow
Topaz (400 gp), Rock Crystal (50 gp), Star Ruby (1000 gp), Turquoise (9 gp),
Violet Garnet (500 gp), Violet Garnet (600 gp), Zircon (40 gp); Potion of Barkskin
(+2) (300 gp), Wand of Mirror Image (47 of 50 charges) (4230 gp); hoard total
9541 gp

Room #261

North Entry

Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

West Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #262

North Entry
East Entry
Monster

Unlocked Good Wooden Door (hard 5, 15 hp)


Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
2 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack

Room #263

North Entry

Secret (Search DC 30) Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex
save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4
each); Search DC 21; Disable Device DC 20.

East Entry

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.

South Entry
Room Features
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


An acrid odor fills the room, Several empty flasks are scattered throughout the
room
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Room #264

North Entry
East Entry

Room Features
Monster

Archway
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
(slides up, +2 to break DC)
The room has a high domed ceiling, Several monstrous corpses are scattered
throughout the room
5 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #265

North Entry

Secret (Search DC 25) Trapped and Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

Empty

Room #266

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features
Monster

A chute descends from the room into the next dungeon level down, A pile of rotten
bread lies in the south-west corner of the room
9 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk
+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plus
mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damage
reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort
+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, Great
Fortitude, Toughness
Treasure: 2000 gp; Alexandrite (600 gp), Aquamarine (600 gp), Black Star
Sapphire (700 gp), Blue Sapphire (600 gp), Deep Blue Spinel (500 gp), Onyx (50
gp), Peridot (60 gp), Pink Diamond (5000 gp), Sardonyx (60 gp); Divine Scroll
(Longstrider (25 gp)) (total 25 gp), Potion of Cure Light Wounds (50 gp); hoard
total 10245 gp

Room #267

South Entry
Room Features
Monster

Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)


A stone dais and throne sits in the north side of the room, A pile of broken glass
lies in the east side of the room
2 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14

12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack

Room #268

North Entry

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

West Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features
Monster

A stone stair ascends towards the north wall, Torch sconces line the north and
south walls
4 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack

Room #269

West Entry

Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
10 hp)
Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.

Empty

Room #270

North Entry

Archway

West Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Doorknob Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no
reset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27;
Disable Device DC 16.

East Entry

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

Empty

Room #271

North Entry
West Entry
Room Features

Room #272

North Entry

Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)


Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
A stair ascends to a wooden platform in the west side of the room, Several pieces of
rotten bread are scattered throughout the room

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)


Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21
ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.
area); Search DC 26; Disable Device DC 20.

area); Search DC 26; Disable Device DC 20.


West Entry #1

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

West Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry
Monster

Archway
13 x Ghast (ghoul) and 7 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1200 gp; Chain Shirt (Medium) (+3 armor, Electricity Resistance)
(27250 gp); hoard total 28450 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #273

East Entry

South Entry
Monster

Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.
Archway
2 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.
(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed
13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);
Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort
+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,
Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,
Improved Initiative

Room #274

North Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #2

Archway

Empty

Room #275

North Entry

Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

East Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Entry
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


5 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #276

West Entry

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)

East Entry

Archway

Monster

3 x Young Adult Red Dragon Skeleton


Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Random Dungeon Generator by drow


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

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