Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Level 11
General
Wandering
Monsters
Room #1
Dungeon Walls
Dungeon Floor
Flagstone
Temperature
Warm
Illumination
West Entry
South Entry
Monster
Trap
Hidden Treasure
Room #2
West Entry #1
West Entry #2
East Entry #1
East Entry #2
East Entry #3
Empty
Room #3
North Entry
West Entry
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
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
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
East Entry #2
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
Empty
Room #8
North Entry #1
North Entry #2
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
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
South Entry
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
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
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
West Entry #1
Archway
West Entry #2
South Entry
Room Features
Monster
+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
East Entry
South Entry
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
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
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
West Entry #2
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
South Entry #1
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
South Entry
Monster
Room #27
East Entry
South Entry
Room Features
Monster
Room #28
South Entry
Empty
Room #29
East Entry #1
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
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
South Entry #3
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
Monster
Room #34
North Entry #1
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
North Entry #2
North Entry #3
West Entry
Monster
Room #35
North Entry
West Entry
East Entry
South Entry #1
South Entry #2
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
East Entry
South Entry
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
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.
Room #41
North Entry #1
North Entry #2
North Entry #3
West Entry
East Entry
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
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
Room #44
North Entry
South Entry
Room Features
A stream of blood flows through the room, Several rotten apples are scattered
throughout the room
Room #45
North Entry
South Entry
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
South Entry #2
Room Features
Numerous pillars line the south and east walls, The floor is covered with
bloodstains
West Entry #1
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
Archway
West Entry #1
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
West Entry #2
South Entry
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
South Entry
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
South Entry
Room Features
Room #51
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
Empty
Room #52
North Entry
East Entry
Room Features
Monster
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
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
West Entry #2
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
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
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
North Entry #2
West Entry
East Entry
Room Features
Room #60
North Entry
A well lies in the west side of the room, A mural of legendary monsters covers the
ceiling
South Entry #1
South Entry #2
Room Features
A tile labyrinth covers the floor, A chirping noise fills the room
Monster
Room #61
West Entry #1
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
West Entry #2
East Entry
Empty
Room #62
North Entry #1
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
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
South Entry
Room Features
Monster
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
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
Room #66
East Entry
South Entry #1
South Entry #2
Empty
Room #67
Room #68
North Entry
East Entry
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
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
East Entry #2
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry #1
South Entry #2
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
Room #74
West Entry
East Entry
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
South Entry #1
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
West Entry
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
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
Room #78
West Entry
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
Room #79
North Entry
West Entry
East Entry #1
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
Room #80
North Entry
West Entry
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
North Entry #2
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
South Entry
Room #82
Trap
East Entry
Room Features
Room #83
A circle of tall stones stands in the south-west corner of the room, A wooden ladder
rests against the west wall
West Entry
South Entry
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
Room #84
Room #85
North Entry
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
Room #86
Trap
North Entry
East Entry
South Entry
Room Features
Room #87
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
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
South Entry #1
South Entry #2
Empty
Room #90
North Entry
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
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
South Entry #1
South Entry #2
Archway
South Entry #3
Room Features
A simple fireplace sits against the west wall, The floor is covered with dust
West Entry #1
West Entry #2
South Entry #1
South Entry #2
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
Room #95
East Entry
South Entry
Room Features
Room #96
West Entry
East Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)
Monster
Room #97
West Entry
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
East Entry
Monster
Room #98
North Entry
East Entry
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
Empty
Room #101
North Entry
East Entry #1
East Entry #2
South Entry #1
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
East Entry #2
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
North Entry
South Entry
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Empty
Room #106
West Entry
South Entry #1
South Entry #2
South Entry #2
Trap
Hidden Treasure
Room #107
West Entry
South Entry #1
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
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
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
West Entry
Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)
East Entry
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
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
West Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
East Entry
Room Features
Room #114
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
Empty
Room #115
West Entry
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
East Entry
South Entry
Room Features
Monster
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
Room #118
West Entry
South Entry
Room Features
Monster
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
South Entry
Empty
Room #120
North Entry #1
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
Room #121
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
North Entry #3
West Entry #1
West Entry #2
Monster
Room #122
North Entry
West Entry
South Entry #1
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
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
South Entry #2
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
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
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
East Entry #1
East Entry #2
Monster
Room #131
North Entry
West Entry #1
West Entry #1
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry #2
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
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
South Entry
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
East Entry #1
Archway
East Entry #2
South Entry #1
South Entry #2
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
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
Empty
Room #139
West Entry
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
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
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
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
North Entry
West Entry
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
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
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
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.
Room Features
Monster
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
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
West Entry #2
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.,
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
East Entry
South Entry #1
South Entry #2
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
Room #158
North Entry #1
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
West Entry #2
Room Features
Room #160
West Entry
A tile labyrinth covers the floor, Skeletons hang from chains and manacles against
the south and east walls
East Entry #1
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
North Entry #2
East Entry
Archway
Empty
Room #162
North Entry #1
North Entry #2
West Entry
Room Features
Monster
Room #163
North Entry
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
Empty
Room #165
North Entry
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry
East Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
South Entry
Room Features
Monster
Room #166
North Entry
Archway
West Entry #1
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
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
Room #169
West Entry
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
West Entry #2
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
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
Room #173
East Entry #1
East Entry #2
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
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
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
South Entry
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,
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
Empty
Room #180
North Entry
East Entry
Room #181
South Entry #1
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
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.
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
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
South Entry #2
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
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
North Entry
East Entry
Monster
A faded and torn tapestry hangs from the west wall, Burning torches in iron
sconces line the south wall
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
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
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
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
East Entry #2
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
South Entry #1
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
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
South Entry #2
Room Features
A narrow ledge runs along the north and east walls, A tile labyrinth covers the
floor
North Entry
South Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Empty
Room #196
West Entry
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
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
Room #198
Room #199
West Entry
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
Room Features
Moaning can be faintly heard near the west wall, A pile of rotten apples lies in the
center of the room
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
West Entry #1
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
West Entry #2
South Entry #1
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
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
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
North Entry
West Entry
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
East Entry #1
East Entry #2
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
West Entry #1
Archway
West Entry #2
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry
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
South Entry
Empty
Room #209
North Entry
Monster
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
Room #210
West Entry #1
West Entry #2
West Entry #3
East Entry #1
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
Room #212
East Entry
Room Features
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
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
South Entry #1
South Entry #2
South Entry #3
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
West Entry
South Entry
Room Features
Room #217
West Entry
Room Features
Room #218
North Entry
West Entry
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
A well lies in the south side of the room, The sound of dripping water fills the
room
North Entry
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
East Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Empty
Room #221
North Entry
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
East Entry #2
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
West Entry #2
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 #225
North Entry
East Entry
Room Features
Room #226
West Entry
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
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
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
West Entry #1
West Entry #2
South Entry
Room Features
Monster
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
Empty
Room #234
North Entry
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
South Entry
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
Room #235
North Entry
Archway
West Entry
Archway
Empty
Room #236
West Entry #1
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
East Entry
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
South Entry
Monster
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
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
East Entry #2
Archway
East Entry #3
South Entry
Room Features
Room #245
South Entry
Trap
Room #246
North Entry
West Entry #1
West Entry #2
East Entry
Room Features
Room #247
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
South Entry
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
East Entry
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break
DC)
Empty
Room #252
West Entry
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
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
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
Empty
Room #256
North Entry
West Entry
South Entry
Room Features
Monster
Room #257
East Entry
South Entry
Room Features
Room #258
West Entry
Room Features
Monster
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
Room #260
North Entry
West Entry #1
Archway
West Entry #2
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
Room #261
North Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
West Entry
East Entry
Empty
Room #262
North Entry
East Entry
Monster
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
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
East Entry
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
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
East Entry
South Entry
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
West Entry #2
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
East Entry #1
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
South Entry
Monster
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