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The Dread Prison of Shiva the Destroyer

Level 10

Map Style:
Grid: Download:
Dungeon Walls Masonry (Climb DC 20)
Dungeon Floor Smooth Stone
General
Temperature Warm
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)
Shrine of Law: CR 10; magic; Perception DC 26; Disable Device DC 28;
a Trigger touch (detect chaos); Reset automatic; Effect inflict wound (8d6 damage
and dazed for 1 round, DC 16 Will save for half damage only)
c The sound of dripping water fills the corridor
e A tile labyrinth covers the floor
Spiked Chain Flail: CR 11; mechanical; Perception DC 24; Disable Device DC
i 28; Trigger location; Reset repair; Effect Atk +14 melee (11d6/19-20 and
knocked prone); multiple targets (all targets in a 10 ft. radius burst)
m The walls here have been engraved with alien glyphs
n The walls here are covered with veins of metal
r A fountain of water sits in an alcove here
Large Electrified Floortile: CR 10; magic; Perception DC 28; Disable Device
Corridors DC 26; Trigger location; Reset none; Effect electric shock (11d6 electricity
s
damage, DC 18 Reflex save for half damage); multiple targets (all targets in a 20
ft. sqare)
Altar of Evil: CR 11; magic; Perception DC 28; Disable Device DC 26; Trigger
proximity (detect good); Reset automatic; Effect inflict wound (11d6 damage,
u
DC 16 Will save for half damage); multiple targets (good targets in a 20 ft.
radius burst)
Scythe Blade: CR 9; mechanical; Perception DC 22; Disable Device DC 22;
v Trigger location; Reset manual; Effect Atk +11 melee (7d6/19-20); multiple
targets (all targets in a 5 ft. radius arc)
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device DC 30;
Trigger proximity (alarm); Reset none; Effect spell effect (cone of cold, 15d6
w
cold damage, DC 17 Reflex save for half damage); multiple targets (all targets in
a 60 ft. cone)
Poisoned Net Trap: CR 10; mechanical; Perception DC 28; Disable Device DC
24; Trigger location; Reset manual; Effect Atk +12 ranged (grappled, Escape
x
Artist DC 24 to escape, plus nitharit [contact, Fort DC 13, onset 1 min., 1/min.
for 6 min., 1d3 Con, 1 save]); multiple targets (all targets in a 10 ft. square area)
z The walls here have been engraved with geometric patterns
1 9 x Rust Monster, trying to lure the party into an ambush
2 4 x Dracolisk, returning to their lair with plunder
Wandering 3 1 x Young Red Dragon, scouting from another part of the dungeon
Monsters 4 5 x Dracolisk, wielding bizarre eldritch powers
5 1 x Juvenile Copper Dragon, wandering senselessly
6 2 x Black Pudding, returning to their lair with plunder
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
North 20 hp)
Entry
Leads to room #272, inhabited by 6 x Mummy
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
West 20 hp)
Entry
Leads to room #432
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
East hp)
Entry
Leads to room #284
6 x Cloaker

Room #1
Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses
darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA
shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8 (1d6+5),
tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA
engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14; Base Atk
Monster +4, CMB +10, CMD 23 (can't be tripped)

Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge


(religion) +11, Perception +14, Sense Motive +8, Stealth +8; Combat
Reflexes, Improved Initiative, Skill Focus (Perception)

Treasure: 27 pp, 336 gp, 202 sp, 40 cp; Amethyst (100 gp), Azurite (7
gp), Chrysoprase (45 gp), Chrysoprase (55 gp), Hematite (8 gp), Topaz
(600 gp), Zircon (60 gp); Light Crossbow (+1 weapon) (sheds light)
(2335 gp), Potion of Cure Light Wounds (cr, 50 gp), Scroll of Chill
Touch (cr, 25 gp), Splint Mail (+1 armor) (1350 gp); hoard total 5261 gp
6 sp
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry
(slides up, +2 to break DC)
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard
Room #2 South Entry
5, 10 hp)
Room The ceiling is covered with cracks, Several pieces of rotting wood are
Features scattered throughout the room
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
West
Entry
Leads to room #205, inhabited by 9 x Wight
Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)

East A bookcase and concealed door pivots smoothly


Entry #1
Ice Dart Trap: CR 10; magic; Perception DC 28; Disable Device DC
26; Trigger visual (true seeing); Reset none; Effect Atk +12 ranged
(12d6 cold)
East
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry #2
South
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Entry #1
South Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Room #3 Entry #2 10 hp)
Room Someone has scrawled "eight, one, six, eight, seven, seven" on the north
Features wall, A sour odor fills the room
3 x Hill Giant

Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses


low-light vision; Perception +6; AC 21, touch 8, flat-footed 21 (+4
armor, -1 Dex, +9 natural, -1 size); hp 85 (10d8+40); Fort +11, Ref +2,
Will +3; DA rock catching; Speed 40 ft. (30 ft. in armor); Melee
Monster greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7); Ranged rock +6
(1d8+10); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7; Base Atk +7, CMB +15, CMD 24

Skills and Feats: Climb +10, Intimidate +12, Perception +6; Cleave,
Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power
Attack, Weapon Focus (greatclub)
Treasure: 1 pp, 313 gp, 43 sp, 130 cp; Amber (100 gp), Amethyst (90
gp), Aquamarine (500 gp), Black Pearl (500 gp), Black Pearl (600 gp),
Carnelian (45 gp), Carnelian (55 gp), Citrine (50 gp), Deep Blue Spinel
(120 gp), Ivory (60 gp), Jet (120 gp), Moonstone (55 gp), Onyx (50 gp),
Opal (400 gp), 2 x Peridot (50 gp), Peridot (55 gp), Rhodochrosite (9
gp), Tigereye (10 gp); Masterwork Chainmail (300 gp), Masterwork
Lance (310 gp), Masterwork Sap (301 gp); Oil of Arcane Mark (cr, 25
gp), Potion of Cure Moderate Wounds (cr, 300 gp), Potion of Invigorate
(apg, 50 gp), Potion of Jump (cr, 50 gp), Potion of Shield of Faith (cr, 50
gp), Scroll of Blend (arg, 25 gp), Wand of Acid Splash (cr, 375 gp)
(inscription provides clue to function); hoard total 5033 gp 6 sp
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)
South
Entry #1 Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Room #4 ranged (6d6); multiple targets (all targets in a 20 ft. line)
South Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry #2 (slides up, +2 to break DC)
Room An iron chandelier hangs from the ceiling in the west side of the room,
Features Jagged steel blades project from cracks in the south wall
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
North 10 hp)
Entry #1
Leads to room #299, inhabited by 1 x Fire Giant
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break
DC 15; hard 5, 10 hp)
North
Entry #2 Magic Missle Trap: CR 9; magic; Perception DC 22; Disable
Device DC 24; Trigger visual (arcane eye); Reset none; Effect magic
missile (5d6 force damage); never miss
Room #5 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)

The door is concealed behind a statue of Death, and opened by


placing a coin in his open hand
East Entry
Teleporter Crystal: CR 10; magic; Perception DC 26; Disable
Device DC 24; Trigger touch; Reset none; Effect teleport (teleported
one level down, DC 18 Will save negates)

Leads to room #227, inhabited by 12 x Basilisk


Room Several iron cages are scattered throughout the room, Several
Features adventurer corpses are scattered throughout the room
North
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Entry
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
18; hard 5, 15 hp)

West Fire Spray: CR 10; magic; Perception DC 24; Disable Device DC 26;
Entry Trigger proximity (alarm); Reset none; Effect fire spray (11d6 fire
damage, DC 14 Reflex save for half damage)

Leads to room #263


Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
East
Entry
The door is located above a small stone dais and concealed behind an
area of slime
South
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry
Room Someone has scrawled "The Company of the Lamp looted this place" on
Features the north wall, A foul odor fills the room
6 x Doppelganger
Room #6

Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid


(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,
touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);
Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2
claws +8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con
12, Int 13, Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change
shape (alter self), mimicry, perfect copy

Monster Skills and Feats: Bluff +9 (+13 while using change shape ability),
Diplomacy +4, Disguise +9 (+29 while using change shape ability),
Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 1 pp, 159 gp, 100 sp; Alabaster (12 gp), Amber (120 gp),
Amethyst (100 gp), Black Pearl (450 gp), Bloodstone (50 gp),
Bloodstone (55 gp), Ivory (50 gp), Malachite (11 gp), Opal (500 gp),
Peridot (55 gp), Zircon (65 gp); Bronze statuette of a warrior (15 gp),
Copper scepter with gold inlay (50 gp), Crystal skull (80 gp), Painted
silk fan with electrum slats (75 gp), Polished darkwood chalice (50 gp),
Silver cauldron with animal symbols (120 gp); Masterwork Falchion
(375 gp), Masterwork darkwood lute (300 gp); Oil of Magic Weapon (cr,
50 gp), Potion of Hide from Animals (cr, 50 gp), Potion of Resistance
(cr, 25 gp), Scroll of Rope Trick (cr, 150 gp); hoard total 2987 gp
West Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry 10 hp)
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
East 15 hp)
Entry #1
Leads to room #274, inhabited by 10 x Giant Scorpion
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp) (slides to one side, +1 to break DC)
East
Entry #2
The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths
Secret (Search DC 30) Locked Stone Door (Open Lock DC 25, break
South DC 28; hard 8, 60 hp)
Entry
A section of wall makes a loud grinding noise as it pivots open
Room Someone has scrawled "Run away!" on the south wall, A pile of rotten
Features fruit lies in the north-west corner of the room
5 x Stone Giant

Room #7 Stone Giant: CR 8, XP 4800; N Large Humanoid (giant); Init +2; Senses
darkvision 60 ft., low-light vision; Perception +12; AC 22, touch 11,
flat-footed 20 (+2 Dex, +11 natural, -1 size); hp 102 (12d8+48); Fort
+12, Ref +6, Will +7; DA improved rock catching; Speed 40 ft.; Melee
greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8); Ranged rock
+11/+6 (1d8+12); Space 10 ft.; Reach 10 ft.; SA rock throwing (180 ft.);
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10; Base Atk +9, CMB
+18, CMD 30

Monster Skills and Feats: Climb +12, Intimidate +12, Perception +12, Stealth +4
(+12 in rocky terrain); Iron Will, Martial Weapon Proficiency
(greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw

Treasure: 92 gp, 350 sp, 2000 cp; Lapis Lazuli (11 gp), Smoky Quartz
(55 gp), Turquoise (13 gp); Masterwork Chainmail (300 gp),
Masterwork Composite Longbow (+4 Str bonus) (800 gp), Masterwork
Light Mace (305 gp); Chainmail (+2 armor) (4300 gp), Oil of Light (cr,
25 gp), Potion of Cure Light Wounds (cr, 50 gp), Potion of Feather Step
(apg, 50 gp), Potion of Protection from Chaos (cr, 50 gp), Potion of
Virtue (cr, 25 gp), Ring of Protection +1 (2000 gp), Scroll of Blend (arg,
25 gp), Scroll of Mage Hand (cr, 12 gp 5 gp), Slaying Arrow (magical
beasts) (2282 gp); hoard total 10450 gp
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas
Trap (insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);
never miss; onset delay (1 round); multiple targets (all targets in a 10 ft.
square area)
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break
DC 28; hard 10, 60 hp)

74 pp, 767 gp, 314 sp; Amber (120 gp), Azurite (9 gp), Black Pearl (450
gp), Black Pearl (650 gp), Garnet (100 gp), Green Spinel (50 gp), Ivory
Hidden (55 gp), Jade (100 gp), Moonstone (50 gp), Opal (500 gp), Pyrite (11
Treasure gp), Red Spinel (35 gp), Rose Quartz (50 gp), Zircon (50 gp); Decorated
silver plate (60 gp), Gold and ivory decanter (400 gp), Silver cauldron
with animal symbols (120 gp), Silver comb with ornate handle (75 gp),
Silver holy symbol (25 gp), Silver scepter with eagle symbols (125 gp);
Potion of Ant Haul (apg, 50 gp), Potion of Jump (cr, 50 gp), Scroll of
Expeditious Retreat (cr, 25 gp), Scroll of Produce Flame (cr, 25 gp),
Wand of Create Water (cr, 375 gp); hoard total 5098 gp 4 sp
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
North
Entry #1
Leads to room #394, inhabited by 1 x Young Red Dragon
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
North 10 hp)
Entry #2
Leads to room #363
South Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry #1 10 hp)
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5,
15 hp)
Room #8
South
The door is concealed within the mouth of a demonic face carved
Entry #2
from stone

Leads to room #201


Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South
Acid Spray: CR 11; magic; Perception DC 28; Disable Device DC
Entry #3
28; Trigger proximity (alarm); Reset none; Effect acid spray (12d6 acid
damage, DC 14 Reflex save for half damage)
2 x Drider
Monster
Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses darkvision
120 ft., detect good, detect law, detect magic; Perception +15; AC 20,
touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, -1 size); hp 76
(9d8+36); Fort +7, Ref +5, Will +9; Immune sleep; SR 18; Speed 30 ft.,
climb 20 ft.; Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1
plus poison); Ranged mwk composite longbow +8/+3 (1d8+2/x3); Space
10 ft.; Reach 5 ft.; SA web (+7 ranged, DC 18, hp 9), spell-like abilities
CL 9th; Spells CL 6th; Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16;
Base Atk +6, CMB +9, CMD 21 (33 vs. trip); SQ undersized weapons

Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,
Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge,
Combat Casting, Weapon Focus (bite, mace)

Treasure: 430 pp, 2962 gp, 80 sp; Agate (12 gp), Azurite (11 gp), Black
Pearl (500 gp), Chrysoprase (45 gp), Citrine (55 gp), Citrine (60 gp),
Garnet (110 gp), 2 x Green Spinel (50 gp), Ivory (60 gp), Jade (80 gp),
Lapis Lazuli (11 gp), Malachite (11 gp), Milky Quartz (35 gp), Obsidian
(12 gp), Opal (550 gp), Rock Quartz (9 gp); Masterwork Chain Shirt
(250 gp); Scroll of Bane (cr, 25 gp), Scroll of Stabilize (cr, 12 gp 5 sp),
Wand of Mending (cr, 375 gp) (inscription provides clue to function),
Wand of Virtue (cr, 375 gp) (inscription provides clue to function);
hoard total 9968 gp 5 sp
South
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry
Room A mural of arcane patterns covers the ceiling, An altar of evil sits in the
Features south-east corner of the room
6 x Wraith

Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura
Room #9 (30 ft.); AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47
(5d8+25); Fort +6, Ref +4, Will +6; DA channel resistance +2,
Monster incorporeal; Immune undead traits; Weak sunlight powerlessness; Speed
fly 60 ft. (good); Melee incorporeal touch +6 (1d6 negative energy plus
1d6 Con drain); SA create spawn; Str -, Dex 16, Con -, Int 14, Wis 14,
Cha 21; Base Atk +3, CMB +6, CMD 21

Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-
Fight, Combat Reflexes, Improved Initiative
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
North 15 hp)
Entry
Leads to room #412
West Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
Entry 10 hp) (slides up, +2 to break DC)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up,
+2 to break DC)
Room #10
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
South
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
Entry
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #154


Room Several square holes are cut into the ceiling and floor, A thumping sound
Features fills the room
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

North Contact Poison: CR 8; mechanical; Perception DC 22; Disable


Entry Device DC 26; Trigger touch; Reset none; Effect contact poison (sassone
leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12
hp/1 Con, 1 save])
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East
Teleporter Crystal: CR 9; magic; Perception DC 24; Disable Device
Entry
DC 26; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 14 Will save negates)
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
South
Room #11 Entry Leads to room #193, inhabited by 4 x Troll
Room Several alcoves are cut into the north and south walls, A tapping sound
Features can be heard in the north-west corner of the room
1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
Monster
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire);
Space 10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22,
CMD 31

Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 210 pp, 1411 gp, 50 sp; Masterwork Chainmail (300 gp); Oil
of Arcane Mark (cr, 25 gp), Potion of Protection from Evil (cr, 50 gp),
Scroll of Mage Armor (cr, 25 gp); hoard total 3916 gp
Trapped and Unlocked Stone Door (hard 8, 60 hp)
North
Contact Poison: CR 8; mechanical; Perception DC 26; Disable Device
Entry
DC 24; Trigger touch; Reset none; Effect contact poison (malyass root
#1
paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1
save])
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
North
20 hp)
Entry
#2
Leads to room #338, inhabited by 6 x Mummy
Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
(slides up, +2 to break DC)

The door is concealed within the mouth of a demonic face carved from
stone
West
Room #12 Entry Rune of Confusion: CR 9; magic; Perception DC 26; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect confusion (confused
for 1d4 rounds, DC 16 Will save negates); multiple targets (all targets in a
10 ft. radius burst)

Leads to room #448


Secret (Search DC 25) Locked Iron Door (Open Lock DC 30, break DC
28; hard 10, 60 hp)
East
The door is concealed behind a statue of an elemental salamander, and
Entry
opened by setting it aflame

Leads to room #344


Altar of Evil: CR 12; magic; Perception DC 24; Disable Device DC 28;
Trigger proximity (detect good); Reset automatic; Effect inflict wound
Trap
(10d6 damage, DC 18 Will save for half damage); multiple targets (good
targets in a 20 ft. radius burst)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


North
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Entry
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #147


Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
West
Falling Block: CR 11; mechanical; Perception DC 26; Disable
Entry
Device DC 24; Trigger location; Reset none; Effect Atk +12 melee
(12d6); multiple targets (all targets in a 10 ft. square area)
Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
East (slides to one side, +1 to break DC)
Entry
A bookcase and concealed door pivots smoothly
South Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
Entry 20 hp)
Room A balcony hangs from the west wall, A rusted amulet lies in the north-
Features west corner of the room
Room #13
10 x Wight

Wight: CR 3, XP 800; LE Medium Undead; Init +1; Senses darkvision


60 ft.; Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4
natural); hp 26 (4d8+8); Fort +3, Ref +2, Will +5; DA undead traits;
Weak resurrection vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1
plus energy drain); SA create spawn, energy drain (1 level, DC 14); Str
12, Dex 12, Con -, Int 11, Wis 13, Cha 15; Base Atk +3, CMB +4, CMD
15; SQ create spawn
Monster
Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception
+11, Stealth +16; Blind-Fight, Skill Focus (Perception)

Treasure: 47 pp, 622 gp, 226 sp, 1050 cp; Bloodstone (40 gp),
Chrysoberyl (110 gp), Hematite (8 gp), Ivory (45 gp), Ivory (55 gp),
Obsidian (10 gp), Saltwater Pearl (100 gp), Tigereye (8 gp), 2 x Topaz
(500 gp), Zircon (45 gp); Masterwork Chain Shirt (250 gp), Masterwork
Falchion (375 gp), Masterwork Heavy Crossbow (350 gp); Scroll of
Scare (cr, 150 gp), Wand of Mending (cr, 375 gp); hoard total 4046 gp 1
sp
North
Room #14 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Entry
The door is located above a small stone dais and concealed behind
an area of slime

Leads to room #70, inhabited by 10 x Cloaker


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

East One-way Door: CR 11; mechanical; Perception DC 24; Disable


Entry #1 Device DC 26

Leads to room #322, inhabited by 1 x Fire Giant


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

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


East Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Entry #2 none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #334


Room A tapestry of geometric patterns hangs from the north wall, A sundered
Features helm lies in the south-west corner of the room
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

North Symbol of Panic: CR 12; magic; Perception DC 26; Disable Device


Entry DC 28; Trigger proximity (alarm); Reset none; Effect fear (panicked for
1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a
10 ft. radius burst)
Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
West
The door is concealed behind a tapestry of a goddess of law
Entry
Leads to room #442
Room #15 Secret (Search DC 20) Locked Iron Door (Open Lock DC 25, break DC
South 28; hard 10, 60 hp)
Entry
A bookcase and concealed door pivots smoothly
Room A ladder ascends to a catwalk hanging between the north and south
Features walls, A mural of arcane patterns covers the ceiling
2 x Drider

Monster
Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses
darkvision 120 ft., detect good, detect law, detect magic; Perception
+15; AC 20, touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, -1
size); hp 76 (9d8+36); Fort +7, Ref +5, Will +9; Immune sleep; SR 18;
Speed 30 ft., climb 20 ft.; Melee mwk heavy mace +9/+4 (1d8+3), bite
+3 (1d4+1 plus poison); Ranged mwk composite longbow +8/+3
(1d8+2/x3); Space 10 ft.; Reach 5 ft.; SA web (+7 ranged, DC 18, hp 9),
spell-like abilities CL 9th; Spells CL 6th; Str 15, Dex 15, Con 18, Int 15,
Wis 16, Cha 16; Base Atk +6, CMB +9, CMD 21 (33 vs. trip); SQ
undersized weapons

Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,
Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge,
Combat Casting, Weapon Focus (bite, mace)

Treasure: 89 gp, 221 sp, 1250 cp; Aquamarine (500 gp), Azurite (11 gp),
Chrysoberyl (100 gp), Citrine (50 gp), Jasper (50 gp), Jasper (55 gp),
Pyrite (10 gp), Shell (10 gp), Smoky Quartz (50 gp); Adamantine
Battleaxe (3010 gp), Heavy Steel Shield (+1 shield) (1170 gp), Oil of
Bless Weapon (cr, 50 gp); hoard total 5189 gp 6 sp
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC
20, break DC 15; hard 5, 10 hp)

28 pp, 260 gp, 420 sp, 2800 cp; Agate (8 gp), Onyx (35 gp),
Rhodochrosite (10 gp); Bronze statuette of a warrior (15 gp), Carved
ivory scroll case (60 gp), Carved jade idol (80 gp), Carved stone idol (30
gp), Copper brazier with religious markings (50 gp), Crystal egg with
silver stand (50 gp), Crystal skull (80 gp), 2 x Engraved jade scarab (85
gp), Engraved mithral scarab (400 gp), Gold and silver chess set (100
Hidden
gp), Gold and silver hand mirror (120 gp), Gold cup with royal crest
Treasure
(550 gp), Marble idol (300 gp), Painting of a noblewoman (50 gp),
Painting of a princess (100 gp), Painting of a queen (750 gp), Porcelain
mask (40 gp), 2 x Silver and glass decanter (75 gp), Silver candelabra
with holy symbol (75 gp), Silver comb with ornate handle (75 gp),
Silver cup with royal crest (100 gp), Silver egg with dragon figurine
(125 gp), Silver hand mirror (75 gp), 2 x Silver holy symbol (25 gp),
Silver noble family seal (60 gp); Scroll of Aspect of the Bear (apg, 150
gp), Scroll of Hold Animal (cr, 150 gp), Scroll of Obscuring Mist (cr, 25
gp), Wand of Acid Splash (cr, 375 gp), Wand of Detect Snares and Pits
(cr, 750 gp); hoard total 5768 gp
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

North Thunderstone Mine: CR 8; magic; Perception DC 24; Disable


Room #16
Entry Device DC 26; Trigger location; Reset none; Effect thunder blast (9d6
sonic damage, DC 16 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
West
Entry
The door is located above a small stone dais and concealed behind
an area of fungus
Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard
10, 60 hp)

East Contact Poison: CR 10; mechanical; Perception DC 28; Disable


Entry #1 Device DC 28; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #20, inhabited by 2 x Succubus


East Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
Entry #2 20 hp) (slides to one side, +1 to break DC)
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
South 20 hp)
Entry
Leads to room #244, inhabited by 4 x Flesh Golem
Room Someone has scrawled "No, I said it had eleven eyes" on the west wall,
Features Several adventurer corpses are scattered throughout the room
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard
8, 60 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


East
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
South 10 hp)
Room #17 Entry #1
Leads to room #401
Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides down, +1 to
break DC)
South
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Entry #2
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Room A tapestry of a goddess of death hangs from the north wall, A charred
Features wooden shield lies in the south-east corner of the room
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Contact Poison: CR 10; mechanical; Perception DC 24; Disable


North
Device DC 28; Trigger touch; Reset none; Effect contact poison (nitharit
Entry
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #196, inhabited by 6 x Giant Scorpion


Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides down, +1 to
break DC)
East
Entry Teleporter Crystal: CR 8; magic; Perception DC 22; Disable Device
DC 22; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 16 Will save negates)
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room #18 South Arrow Trap: CR 12; mechanical; Perception DC 26; Disable Device
Entry DC 24; Trigger location; Reset manual; Effect Atk +12 ranged (12d6/x3)

Leads to room #162


7 x Giant Scorpion

Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses


darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch 9, flat-
footed 16 (+7 armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1;
Monster
Immune mind-affecting effects; Speed 50 ft.; Melee 2 claws +6 (1d6+4
plus grab), sting +6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA
constrict (1d6+4); Str 19, Dex 10, Con 16, Int -, Wis 10, Cha 2; Base Atk
+3, CMB +8 (+12 grapple), CMD 18 (30 vs. trip)

Skills: Climb +8, Perception +4, Stealth +0


West Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
Entry 20 hp)
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard
8, 60 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


South
Room #19 Entry Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #206, inhabited by 11 x Doppelganger


Room A narrow ledge runs along the south and east walls, Spirals of yellow
Features stones cover the floor
4 x Aboleth

Aboleth: CR 7, XP 3200; LE Huge Aberration (aquatic); Init +5; Senses


darkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20,
touch 9, flat-footed 19; (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48);
Fort +8, Ref +5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles
+10 (1d6+5 plus slime); Space 15 ft.; Reach 15 ft.; SA spell-like abilities
CL 16th; Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17; Base Atk +6,
CMB +13, CMD 24 (can't be tripped)

Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,
Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron
Will, Lightning Reflexes, Weapon Focus (tentacle)
Monster
Treasure: 39 pp, 587 gp, 270 sp, 1000 cp; Agate (8 gp), Amber (90 gp),
Amethyst (120 gp), Azurite (11 gp), Black Pearl (450 gp), Black Pearl
(550 gp), Bloodstone (55 gp), Carnelian (50 gp), Deep Blue Spinel (120
gp), Freshwater Pearl (8 gp), Green Spinel (35 gp), Green Spinel (55 gp),
Moonstone (65 gp), Peridot (50 gp), Rhodochrosite (10 gp), Rose Quartz
(50 gp), Sard (40 gp), Smoky Quartz (40 gp), Smoky Quartz (55 gp),
Topaz (500 gp), Topaz (550 gp), Tourmaline (110 gp); Masterwork
Heavy Crossbow (350 gp); Potion of Feather Step (apg, 50 gp), Potion of
Guidance (cr, 25 gp), Potion of Pass without Trace (cr, 50 gp), Scroll of
Beast Shape I (cr, 375 gp), Scroll of Continual Flame (cr, 200 gp), Scroll
of Dimensional Anchor (cr, 700 gp), Scroll of Summon Swarm (cr, 150
gp), Wand of Detect Magic (cr, 375 gp) (inscription provides clue to
function), Wand of Fox's Cunning (cr, 4500 gp), Wand of Light (cr, 375
gp), Wand of Sleep (cr, 750 gp); hoard total 11936 gp
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)
North
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
Entry
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)
Room #20 Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard
10, 60 hp)

West Contact Poison: CR 10; mechanical; Perception DC 28; Disable


Entry Device DC 28; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #16


Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
East
Entry
Leads to room #189
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
South
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
2 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,


extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84
(8d10+40); Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune
electricity, fire, poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly
50 ft. (average); Melee 2 claws +11 (1d6+1); SA energy drain, profane
gift, spell-like abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14,
Cha 27; Base Atk +8, CMB +11, CMD 22; SQ change shape (alter self,
Small or Medium humanoid)

Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
Monster +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21,
Sense Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron
Will, Weapon Finesse

Treasure: 24 pp, 513 gp, 2730 sp, 12900 cp; Amber (100 gp),
Aquamarine (550 gp), Chrysoberyl (100 gp), Freshwater Pearl (8 gp),
Garnet (110 gp), 2 x Jasper (45 gp), 2 x Jet (100 gp), Red Spinel (45 gp),
Rose Quartz (55 gp), Saltwater Pearl (70 gp), Saltwater Pearl (130 gp),
Sard (50 gp), Tigereye (11 gp), Topaz (650 gp), Zircon (45 gp); Gold
censer with platinum inlay (400 gp); Masterwork Quarterstaff (600 gp),
Masterwork Shortbow (330 gp); Leather Armor (+1 armor) (1160 gp),
Oil of Light (cr, 25 gp), Potion of Eagle's Splendor (cr, 300 gp), Scroll of
True Strike (cr, 25 gp), Wand of Create Water (cr, 375 gp) (design
provides clue to function), Wand of Magic Fang (cr, 750 gp) (design
provides clue to function); hoard total 7334 gp
Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
North
A bookcase and concealed door pivots smoothly
Entry
Room #21
Leads to room #221
West
Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
Entry
A bookcase and concealed door pivots smoothly

Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #445, inhabited by 2 x Ghost


Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
18; hard 5, 15 hp)
East
Entry Falling Block: CR 8; mechanical; Perception DC 26; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +11 melee (8d6);
multiple targets (all targets in a 10 ft. square area)
South Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry 10 hp)
Room A well lies in the north-east corner of the room, A pile of rotting wood
Features lies in the south-east corner of the room
2 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses


darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA
shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8 (1d6+5),
tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA
engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14; Base Atk
+4, CMB +10, CMD 23 (can't be tripped)
Monster
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge
(religion) +11, Perception +14, Sense Motive +8, Stealth +8; Combat
Reflexes, Improved Initiative, Skill Focus (Perception)

Treasure: 24 pp, 474 gp, 390 sp, 2160 cp; Amethyst (100 gp),
Aquamarine (400 gp), Azurite (10 gp), Citrine (60 gp), Malachite (9 gp),
Milky Quartz (45 gp), Moonstone (50 gp), Rhodochrosite (8 gp), Rock
Quartz (8 gp), Sardonyx (45 gp), Tigereye (10 gp), Tigereye (11 gp);
Masterwork Breastplate (350 gp); Scroll of Bleed (cr, 12 gp 5 sp), Wand
of Mage Armor (cr, 750 gp); hoard total 2643 gp 1 sp
North Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
Room #22
Entry 5, 10 hp) (slides down, +1 to break DC)
The door is located near the ceiling and concealed behind a pile of
broken stone

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #82, inhabited by 3 x Succubus


South Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry 10 hp)
Room A chute falls into the room from above, The north and west walls have
Features been engraved with glowing symbols
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
West
Entry
Leads to room #377
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
East 20 hp)
Entry #1
Leads to room #60, inhabited by 3 x Giant Scorpion
Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp)
East
Entry #2
A bookcase and concealed door pivots smoothly
Room Someone has scrawled "Nellebrie was here" on the west wall,
Features Mysterious levers and mechanisms cover the south and east walls
5 x Nabasu

Room #23
Nabasu: CR 8, XP 4800; CE Medium Outsider (chaotic, demon, evil,
native); Init +7; Senses darkvision 60 ft.; Perception +23; AC 22, touch
14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural); hp 103 (9d10+54);
Fort +9, Ref +9, Will +9; DR 10/cold iron or good; Immune death
effects, electricity, paralysis, poison; Resist acid 10, cold 10, fire 10; SR
19; Speed 30 ft., fly 60 ft. (average); Melee 2 claws +15 (1d6+6), bite
Monster
+15 (1d8+6); SA consume life, death-stealing gaze, sneak attack +2d6,
spell-like abilities CL 8th; Str 22, Dex 17, Con 22, Int 15, Wis 16, Cha
19; Base Atk +9, CMB +15, CMD 29

Skills and Feats: Acrobatics +15, Fly +15, Knowledge (arcana) +14,
Knowledge (planes) +14, Perception +23, Sense Motive +15, Stealth
+15 (+23 in shadowy conditions), Survival +15; Cleave, Combat
Expertise, Dodge, Improved Initiative, Power Attack
Treasure: 2 gp, 20 sp; Freshwater Pearl (9 gp), Lapis Lazuli (11 gp),
Sard (65 gp); Carved ivory scroll case (60 gp), Copper brazier with
religious markings (50 gp), Gold chalice with griffon carvings (600 gp),
Gold holy symbol (100 gp), Ivory bowl with animal carvings (40 gp),
Silver cup with royal crest (100 gp); Buckler (+2 shield) (4155 gp),
Longsword (+1 weapon) (sheds light) (2315 gp), Whip (+1 weapon)
(2301 gp); hoard total 9810 gp
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5,
North 20 hp)
Entry
A bookcase and concealed door pivots smoothly
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
East 20 hp)
Entry
Leads to room #207
Secret (Search DC 20) Trapped and Unlocked Strong Wooden Door (hard
5, 20 hp)

Room #24 South The door is concealed behind a pile of skulls


Entry
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
#1
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep
pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all
targets in a 10 ft. square area)
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 30,
South
break DC 25; hard 5, 20 hp)
Entry
#2
A bookcase and concealed door pivots smoothly
Empty
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC
25; hard 5, 20 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
North
falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Entry
Room #25 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #62, inhabited by 11 x Gibbering Mouther


East
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
South 10 hp)
Entry
Leads to room #368, inhabited by 8 x Drider
8 x Basilisk

Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-
footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will
+5; Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con
15, Int 2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)
Monster
Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 50 pp, 515 gp; Aquamarine (550 gp), Coral (120 gp), Ivory (55
gp), Rose Quartz (45 gp); Masterwork Light Wooden Shield (153 gp);
Scroll of Invisibility Purge (cr, 375 gp), Scroll of Vampiric Touch (cr,
375 gp), Wand of Disguise Self (cr, 750 gp), Wand of Prestidigitation (cr,
375 gp); hoard total 3813 gp
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides up, +2 to break DC)
North
The door is concealed behind a statue of an elemental salamander,
Entry
and opened by setting it aflame

Leads to room #363


Secret (Search DC 20) Locked Stone Door (Open Lock DC 20, break
DC 28; hard 8, 60 hp)
Room #26
A section of wall makes a loud grinding noise as it pivots open
South
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Entry #1
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half
damage); multiple targets (all targets in a 60 ft. cone)

Leads to room #275


South
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Entry #2
Teleporter Crystal: CR 8; magic; Perception DC 22; Disable Device
DC 22; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 16 Will save negates)

Leads to room #297


Room A set of demonic war masks hangs on the west wall, The sound of
Features rushing water can be heard in the north side of the room
Hidden (Search DC 20) Trapped and Locked Simple Wooden Chest
(Open Lock DC 20, break DC 15; hard 5, 10 hp)

Arrow Trap: CR 12; mechanical; Perception DC 24; Disable Device DC


26; Trigger location; Reset manual; Effect Atk +14 ranged (12d6/x3)

25 pp, 471 gp, 387 sp, 1900 cp; Agate (12 gp), Alabaster (8 gp),
Alabaster (10 gp), Amber (90 gp), Amethyst (90 gp), Azurite (10 gp),
Hidden Citrine (55 gp), Ivory (55 gp), Milky Quartz (60 gp), Rhodochrosite (9
Treasure gp), Sard (65 gp), Shell (7 gp), Topaz (450 gp), Topaz (500 gp), 2 x
Zircon (50 gp); Copper scepter with gold inlay (50 gp), 2 x Decorated
silver plate (60 gp), Electrum censer with silver filigree (70 gp), Gold
and platinum statuette of a deity (750 gp), Gold mask (450 gp), 3 x Gold
statue of a lion (110 gp), Ivory drinking horn with copper ends (60 gp),
2 x Painted silk fan with electrum slats (75 gp), Platinum holy symbol
(500 gp), Polished darkwood chalice (50 gp), Porcelain mask (40 gp),
Silver cup with royal crest (100 gp), 2 x Silver hand mirror (75 gp), 2 x
Silver holy symbol (25 gp), Silver statue of a dragon (65 gp); Scroll of
Resist Energy (cr, 150 gp), Wand of Bless (cr, 750 gp) (inscription
provides clue to function); hoard total 6134 gp 7 sp
North
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry
Trapped and Unlocked Stone Door (hard 8, 60 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device


East DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
Room #27
Entry of cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)

Leads to room #157, inhabited by 1 x Young Red Dragon


South
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Entry
Acid Spray: CR 10; magic; Perception DC 24; Disable Device DC
24; Trigger proximity (alarm); Reset none; Effect acid spray (11d6 acid
damage, DC 16 Reflex save for half damage)

Leads to room #102


1 x Young Red Dragon

Young Red Dragon: CR 10, XP 9600; CE Large Dragon (fire); Init +5;
Senses dragon senses, smoke vision; Perception +15; AC 22, touch 10,
flat-footed 21 (+1 Dex, +12 natural, -1 size); hp 115 (11d12+44); Fort
+11, Ref +8, Will +10; Immune fire, paralysis, sleep; Weak vulnerability
to cold; Speed 40 ft., fly 200 ft. (poor); Melee bite +17 (2d6+10), 2 claws
+17 (1d8+7), 2 wings +12 (1d6+3), tail slap +12 (1d8+10); Space 10 ft.;
Reach 5 ft. (10 ft. with bite); SA breath weapon (40-ft. cone, DC 19, 6d10
fire), spell-like abilities CL 11th; Spells CL 1st; Str 25, Dex 12, Con 19,
Int 12, Wis 13, Cha 12; Base Atk +11, CMB +19, CMD 30 (34 vs. trip)
Monster
Skills and Feats: Appraise +15, Bluff +15, Fly +9, Intimidate +15,
Perception +15, Sense Motive +15, Stealth +11; Cleave, Improved
Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike

Treasure: 289 pp, 3198 gp, 2020 sp, 11400 cp; Amber (120 gp),
Amethyst (100 gp), Black Pearl (550 gp), Bloodstone (55 gp),
Chrysoberyl (80 gp), Chrysoberyl (100 gp), Coral (100 gp), Peridot (50
gp), Tourmaline (110 gp); Gold puzzle box (500 gp); Masterwork Spear
(302 gp); Breastplate (+1 armor) (1350 gp), Potion of Owl's Wisdom (cr,
300 gp), Ring of Climbing (2500 gp), Scroll of Scrying (cr, 700 gp),
Wand of Ant Haul (apg, 750 gp), Wand of Entropic Shield (cr, 750 gp)
(inscription provides clue to function); hoard total 14821 gp
North
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
West
Room #28 Entry Falling Block: CR 8; mechanical; Perception DC 22; Disable
Device DC 26; Trigger location; Reset none; Effect Atk +13 melee
(9d6); multiple targets (all targets in a 10 ft. square area)
Room A wooden ladder rests against the south wall, Someone has scrawled
Features "five, one, eight, eight, nine" on the south wall
North Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard
Room #29
Entry 10, 60 hp)
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas
(insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);
never miss; onset delay (1 round); multiple targets (all targets in a 10 ft.
square area)
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break
DC 25; hard 5, 20 hp)
West
Entry Electrified Lock: CR 11; magic; Perception DC 26; Disable Device
DC 24; Trigger touch; Reset none; Effect electric shock (12d6 electricity
damage, DC 18 Reflex save for half damage)
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
East 15 hp)
Entry
Leads to room #112
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
South 20 hp)
Entry
Leads to room #364
Room A simple cabinet and simple wooden table sit in the south side of the
Features room, A crushed helm lies in the south-east corner of the room
Hidden (Search DC 30) Trapped and Unlocked Iron Chest (hard 10, 60
hp)

Poisoned Arrow Trap: CR 10; mechanical; Perception DC 24; Disable


Device DC 24; Trigger location; Reset manual; Effect Atk +14 ranged
(6d6/x3 plus purple worm poison [injury, Fort DC 24, 1/rd. for 6 rds.,
1d3 Str, 2 saves])

32 pp, 315 gp, 140 sp; Alabaster (12 gp), Aquamarine (350 gp),
Hidden
Carnelian (40 gp), Chrysoprase (40 gp), Deep Blue Spinel (110 gp),
Treasure
Freshwater Pearl (10 gp), Lapis Lazuli (8 gp), Red Spinel (65 gp), Rock
Quartz (8 gp), Rock Quartz (10 gp), Rose Quartz (40 gp), Shell (9 gp),
Zircon (35 gp); Bronze statuette of a warrior (15 gp), Decorated silver
plate (60 gp), Gold and silver hand mirror (120 gp), Gold mask (450
gp), Marble idol (300 gp), Ornate silver flute (80 gp), Painted silk fan
with electrum slats (75 gp), Painting of a noblewoman (50 gp), Set of
six silver dice (75 gp), Silver hand mirror (75 gp), 2 x Silver holy
symbol (25 gp), 2 x Silver statue of a dragon (65 gp); Masterwork lyre
(100 gp); Scroll of Arcane Lock (cr, 175 gp), Scroll of Detect Snares
and Pits (cr, 25 gp), Scroll of Greater Magic Weapon (cr, 375 gp), Scroll
of Magic Circle against Chaos (cr, 375 gp), Wand of Cause Fear (cr, 750
gp), Wand of Detect Undead (cr, 750 gp) (inscription provides clue to
function), Wand of Summon Monster I (cr, 750 gp); hoard total 6166 gp
West
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry #1
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
West
Entry #2 The door is located above a small stone dais and designed to make
noise when opened
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
East 10 hp)
Entry #1
Leads to room #445, inhabited by 2 x Ghost
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
East 10 hp)
Entry #2
Leads to room #46
Room A foul odor fills the room, A shattered sword lies in the south-east corner
Features of the room
Room #30 5 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Senses


darkvision 60 ft.; Perception +6; AC 21, touch 12, flat-footed 19 (+6
armor, +1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort
+3, Ref +1, Will +3; DA channel resistance +4; DR 5/bludgeoning;
Immune cold, undead traits; Speed 30 ft.; Melee mwk longsword +7
(1d8+3/19-20); Str 17, Dex 13, Con -, Int 9, Wis 10, Cha 12; Base Atk
Monster
+2, CMB +5, CMD 16

Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave,
Improved Initiative, Power Attack, Weapon Focus (longsword)

Treasure: 35 pp, 265 gp, 66 sp, 130 cp; Amber (100 gp), Black Pearl
(400 gp), Malachite (11 gp), Rock Quartz (9 gp), Smoky Quartz (50 gp),
Tigereye (9 gp), Zircon (50 gp); Masterwork Shortspear (301 gp),
Masterwork Spear (302 gp); hoard total 1854 gp 9 sp
Secret (Search DC 25) Trapped and Locked Stone Door (Open Lock DC
40, break DC 28; hard 8, 60 hp)

West A section of wall pivots smoothly


Room #31
Entry
Electrified Lock: CR 11; magic; Perception DC 28; Disable Device
DC 28; Trigger touch; Reset none; Effect electric shock (12d6 electricity
damage, DC 14 Reflex save for half damage)
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp) (magically reinforced, +10 to break DC)

Thunderstone Mine: CR 10; magic; Perception DC 24; Disable


East
Device DC 28; Trigger location; Reset none; Effect thunder blast (10d6
Entry
sonic damage, DC 14 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)

Leads to room #241, inhabited by 8 x Giant Scorpion


Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South
Entry A bookcase and concealed door pivots smoothly

Leads to room #421, inhabited by 1 x Clay Golem


Someone has scrawled "Upon the Twilight of Quests, in the Kingdom of
Room
Candles, the Hounds of the Hammer and Lamp shall triumph" on the
Features
north wall, The floor is covered with mud
4 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,


extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84
(8d10+40); Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune
electricity, fire, poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly
50 ft. (average); Melee 2 claws +11 (1d6+1); SA energy drain, profane
gift, spell-like abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14,
Cha 27; Base Atk +8, CMB +11, CMD 22; SQ change shape (alter self,
Small or Medium humanoid)
Monster
Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21,
Sense Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes,
Iron Will, Weapon Finesse

Treasure: 29 pp, 450 gp, 1900 sp, 12000 cp; 2 x Amethyst (100 gp),
Amethyst (120 gp), Deep Blue Spinel (110 gp), Jade (100 gp), Jet (100
gp), Tourmaline (100 gp); Marble idol (300 gp); Banded Mail (+1
armor) (1400 gp), Buffering Cap (2000 gp), Potion of Cure Serious
Wounds (cr, 750 gp), Potion of Remove Disease (cr, 750 gp), Scythe (+1
weapon) (2318 gp), Wand of Divine Favor (cr, 750 gp) (design provides
clue to function), Wand of Silence (cr, 4500 gp) (design provides clue to
function); hoard total 14548 gp
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard
10, 60 hp)
South
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
Entry #1
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
South 5, 10 hp)
Entry #2
A bookcase and concealed door pivots smoothly
Room A circle of tall stones stands in the north-east corner of the room, A pile
Features of corroded iron spikes lies in the north-west corner of the room
6 x Derro

Room #32 Derro: CR 3, XP 800; CE Small Humanoid (derro); Init +6; Senses
darkvision 60 ft.; Perception +0; AC 17, touch 13, flat-footed 15 (+2
armor, +2 Dex, +2 natural, +1 size); hp 25 (3d8+12); Fort +5, Ref +3,
Will +6; SR 14; Weak vulnerability to sunlight; Speed 20 ft.; Melee
short sword +5 (1d4) or aklys +5 (1d6); Ranged repeating light crossbow
+5 (1d6/19-20 plus poison) or aklys +5 (1d6); SA sneak attack +1d6,
spell-like abilities CL 3rd; Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha
Monster 16; Base Atk +2, CMB +1, CMD 13; SQ madness, poison use

Skills and Feats: Perception +0, Stealth +9; Improved Initiative, Weapon
Finesse

Treasure: 24 pp, 271 gp; Carnelian (45 gp), Deep Blue Spinel (80 gp),
Moonstone (50 gp), Topaz (450 gp); Masterwork Battleaxe (310 gp),
Masterwork Greatsword (350 gp), Masterwork Hide (165 gp); Potion of
Protection from Good (cr, 50 gp), 2 x Potion of Virtue (cr, 25 gp), Scroll
of Aid (cr, 150 gp), Wand of Unseen Servant (cr, 750 gp); hoard total
2961 gp
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
North Entry (slides to one side, +1 to break DC)
#1
Leads to room #348
Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Room #33 North Entry
#2 The door is located above a small stone dais and concealed within
a mosaic of geometric patterns
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard
East Entry
5, 20 hp)
Empty
Secret (Search DC 20) Locked Iron Door (Open Lock DC 20, break DC
28; hard 10, 60 hp)
North
The door is located near the ceiling and concealed behind a tapestry
Entry
of arcane patterns

Leads to room #247


Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
South
The door is located above a small stone dais and concealed by an
Entry
illusion

Leads to room #42, inhabited by 1 x Young Silver Dragon


Room A carved stone statue stands in the west side of the room, Someone has
Features scrawled "Death is the only exit" on the west wall
1 x Young Red Dragon

Young Red Dragon: CR 10, XP 9600; CE Large Dragon (fire); Init +5;
Room #34 Senses dragon senses, smoke vision; Perception +15; AC 22, touch 10,
flat-footed 21 (+1 Dex, +12 natural, -1 size); hp 115 (11d12+44); Fort
+11, Ref +8, Will +10; Immune fire, paralysis, sleep; Weak vulnerability
to cold; Speed 40 ft., fly 200 ft. (poor); Melee bite +17 (2d6+10), 2
claws +17 (1d8+7), 2 wings +12 (1d6+3), tail slap +12 (1d8+10); Space
10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon (40-ft. cone, DC
19, 6d10 fire), spell-like abilities CL 11th; Spells CL 1st; Str 25, Dex 12,
Con 19, Int 12, Wis 13, Cha 12; Base Atk +11, CMB +19, CMD 30 (34
vs. trip)
Monster
Skills and Feats: Appraise +15, Bluff +15, Fly +9, Intimidate +15,
Perception +15, Sense Motive +15, Stealth +11; Cleave, Improved
Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike

Treasure: 328 pp, 1850 gp, 120 sp, 900 cp; Black Pearl (500 gp), Citrine
(50 gp), Coral (90 gp), Garnet (90 gp), Garnet (110 gp), Ivory (45 gp),
Jasper (45 gp); Carved ivory scroll case (60 gp), Copper scepter with
gold inlay (50 gp), Ivory drinking horn with silver ends (110 gp),
Painting of a noblewoman (50 gp), Painting of a queen (750 gp), Set of
six silver dice (75 gp); Masterwork Scythe (318 gp); Goblin Skull Bomb
(1200 gp), Greatsword (+1 weapon) (2350 gp), Potion of Delay Poison
(cr, 300 gp), Potion of Remove Sickness (um, 50 gp), Potion of Spider
Climb (cr, 300 gp), Scroll of Light (cr, 12 gp 5 sp), Wand of Knock (cr,
4500 gp) (design provides clue to function); hoard total 16206 gp 5 sp
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break
DC 25; hard 5, 20 hp)

North Earthmaw Trap: CR 10; magic; Perception DC 28; Disable Device


Entry DC 26; Trigger location; Reset none; Effect earthmaw (12d6 damage,
DC 18 Reflex save for half damage)

Leads to room #447, inhabited by 5 x Cloaker


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

Rune of Dread: CR 9; magic; Perception DC 24; Disable Device DC


West 26; Trigger proximity (alarm); Reset none; Effect fear (frightened for
Entry 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a
10 ft. radius burst)

Room #35 Leads to room #358, inhabited by 7 x Giant Scorpion


East Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Entry #1 15 hp)
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
East 10 hp)
Entry #2
Leads to room #191, inhabited by 4 x Doppelganger
Trapped and Locked Simple Wooden Door (Open Lock DC 30, break
DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)
South
Entry Arrow Trap: CR 10; mechanical; Perception DC 26; Disable Device
DC 28; Trigger location; Reset manual; Effect Atk +16 ranged
(11d6/x3)
Room A stone ramp ascends towards the south wall, A pair of boots lies in the
Features south-west corner of the room
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device


North DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
Entry (energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC
Room #36 23 Fortitude negates after 24 hours)

Leads to room #51, inhabited by 7 x Troll


South
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Entry
A bookcase and concealed door pivots smoothly

Leads to room #362


8 x Rust Monster

Rust Monster: CR 3, XP 800; N Medium Aberration; Init +3; Senses


darkvision 60 ft., scent metals 90 ft.; Perception +12; AC 18, touch 13,
flat-footed 15 (+3 Dex, +5 natural); hp 27 (5d8+5); Fort +2, Ref +4, Will
+5; Speed 40 ft., climb 10 ft.; Melee bite +6 (1d3), antennae +6 touch
(rust); Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8; Base Atk +3, CMB
+3, CMD 16 (20 vs. trip)
Monster
Skills and Feats: Climb +8, Perception +12; Ability Focus (rust), Skill
Focus (Perception), Weapon Finesse

Treasure: 28 pp, 274 gp, 200 sp, 1100 cp; Alabaster (8 gp), Obsidian (9
gp), Onyx (40 gp), Rhodochrosite (13 gp), Turquoise (10 gp);
Masterwork Scythe (318 gp), Masterwork Warhammer (312 gp); Scroll
of Wind Wall (cr, 375 gp), Wand of Flare (cr, 375 gp) (inscription
provides clue to function); hoard total 2045 gp
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp)
North
Contact Poison: CR 8; mechanical; Perception DC 24; Disable
Entry
Device DC 24; Trigger touch; Reset none; Effect contact poison
(sassone leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6
min., 2d12 hp/1 Con, 1 save])
Room #37 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #359, inhabited by 1 x Fire Giant
East Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry 10 hp)
Room A simple fireplace sits against the west wall, Dancing motes of shadow
Features fill the north side of the room
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard
North 5, 20 hp)
Entry
Room #38 Leads to room #332
West Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
#1 5, 20 hp)
The door is concealed within a mosaic of geometric patterns
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard
West Entry 5, 10 hp)
#2
Leads to room #425, inhabited by 5 x Ochre Jelly
A fountain engraved with strange glyphs sits in the south-west corner
Room
of the room, Someone has scrawled "The Obsidian Orb is lost" on the
Features
west wall
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp)
North
Entry Falling Block: CR 10; mechanical; Perception DC 24; Disable
Device DC 26; Trigger location; Reset none; Effect Atk +12 melee
(12d6); multiple targets (all targets in a 10 ft. square area)
Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
(slides to one side, +1 to break DC)
West
Entry #1
The door is located several feet above the floor and concealed within
a mosaic of vile acts
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
West
Guillotine Blade: CR 11; mechanical; Perception DC 24; Disable
Entry #2
Device DC 24; Trigger location; Reset manual; Effect Atk +12 melee
(11d6/19-20)
Trapped and Unlocked Iron Door (hard 10, 60 hp)
Room #39
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
East Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
Entry effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #121, inhabited by 2 x Dracolisk


Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
South 10 hp)
Entry
Leads to room #266
3 x Cloaker

Monster
Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses
darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA
shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8 (1d6+5),
tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA
engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14; Base Atk
+4, CMB +10, CMD 23 (can't be tripped)

Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge


(religion) +11, Perception +14, Sense Motive +8, Stealth +8; Combat
Reflexes, Improved Initiative, Skill Focus (Perception)

Treasure: 27 pp, 251 gp, 666 sp, 70 cp; Alabaster (12 gp), Azurite (8 gp),
Bloodstone (35 gp), Chrysoprase (55 gp), Freshwater Pearl (10 gp),
Hematite (8 gp), Hematite (9 gp), Hematite (11 gp), Jasper (50 gp),
Malachite (9 gp), Moonstone (45 gp), Obsidian (10 gp), Obsidian (12
gp), Pyrite (8 gp), Rhodochrosite (8 gp), Rhodochrosite (9 gp), Rock
Quartz (12 gp), Smoky Quartz (50 gp), Turquoise (10 gp); Masterwork
Battleaxe (310 gp), Masterwork Sai (301 gp); Oil of Bless Weapon (cr,
50 gp), Potion of Stabilize (cr, 25 gp), Scroll of Deathwatch (cr, 25 gp),
Scroll of Detect Evil (cr, 25 gp), Scroll of Doom (cr, 25 gp), Scroll of
Virtue (cr, 12 gp 5 sp), Wand of Grease (cr, 750 gp) (inscription provides
clue to function), Wand of Message (cr, 375 gp); hoard total 2857 gp 8
sp
Secret (Search DC 25) Trapped and Unlocked Strong Wooden Door
(hard 5, 20 hp)

The door is concealed behind a statue of a fearsome dragon, and


opened by reaching into its mouth
East
Entry Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half
Room #40 damage); multiple targets (all targets in a 60 ft. cone)

Leads to room #317


Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
South
Guillotine Blade: CR 11; mechanical; Perception DC 28; Disable
Entry
Device DC 26; Trigger location; Reset manual; Effect Atk +12 melee
(12d6/19-20)
Room The north and west walls are covered with veins of black crystal, A pile
Features of blood-soaked clothing lies in the south-east corner of the room
Trapped and Unlocked Stone Door (hard 8, 60 hp)
North
Room #41
Entry Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect (energy
drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23
Fortitude negates after 24 hours)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
East
falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Entry
1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
#1
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #57, inhabited by 13 x Rust Monster


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

Rune of Hypnosis: CR 8; magic; Perception DC 24; Disable Device


East
DC 22; Trigger proximity (alarm); Reset none; Effect hypnosis (fascinated
Entry
for 1d4 rounds, DC 16 Will save negates); multiple targets (all targets in a
#2
10 ft. radius burst)

Leads to room #220, inhabited by 11 x Derro


Empty
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
North
The door is located above a small stone dais and concealed by an
Entry
illusion

Leads to room #34, inhabited by 1 x Young Red Dragon


Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
West
Entry
Leads to room #221
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
Room #42 East 20 hp)
Entry #1
Leads to room #232
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20,
break DC 25; hard 5, 20 hp)
East
Entry #2 The door is concealed behind a pile of skulls

Leads to room #316


Room Someone has scrawled a draconic face on the west wall, The north and
Features west walls are covered with slime
1 x Young Silver Dragon

Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init


+5; Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed
21; (+1 Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref +8,
Will +12; Immune acid, cold, paralysis, sleep; Weak vulnerability to fire;
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight; Melee
bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13
(1d8+7); Space 10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon
(40-ft. cone, DC 18, 6d8 cold), paralyzing breath, spell-like abilities CL
11th; Spells CL 1st; Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16;
Base Atk +11, CMB +17, CMD 28 (32 vs. trip); SQ change shape
Monster
Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,
Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,
Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack, Power
Attack, Weapon Focus (bite)

Treasure: 250 pp, 2460 gp, 1700 sp, 7000 cp; Amber (110 gp), Jade (90
gp), Jade (120 gp), Tourmaline (100 gp), Tourmaline (130 gp); Gold
chess set (500 gp); Masterwork Longsword (315 gp); Chain Shirt (+1
armor) (1250 gp), Potion of Levitate (cr, 300 gp), Ring of Feather
Falling (2200 gp) (inscription provides clue to function), Scroll of
Phantom Steed (cr, 375 gp), Wand of Doom (cr, 750 gp), Wand of Mage
Armor (cr, 750 gp); hoard total 12190 gp
North Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry 10 hp)
West
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry #1
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5,
West 15 hp)
Entry #2
The door is concealed within a horrific torture device
Room #43 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
East 15 hp)
Entry
Leads to room #160, inhabited by 1 x Young Silver Dragon
Trapped and Unlocked Iron Door (hard 10, 60 hp)
South
Fire Spray: CR 8; magic; Perception DC 26; Disable Device DC 22;
Entry
Trigger proximity (alarm); Reset none; Effect fire spray (9d6 fire
damage, DC 12 Reflex save for half damage)
Room A stone dais sits in the center of the room, Several pieces of broken glass
Features are scattered throughout the room
2 x Greater Shadow

Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init


+5; Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-
footed 12 (+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5,
Ref +8, Will +7; DA incorporeal, channel resistance +2; Immune undead
traits; Speed fly 40 ft. (good); Melee incorporeal touch +11 (1d8
Strength); SA create spawn (as per shadow), strength damage; Str -, Dex
20, Con -, Int 6, Wis 12, Cha 15; Base Atk +6, CMB +11, CMD 24

Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,
Monster
+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus
(Perception, Stealth)

Treasure: 99 pp, 1050 gp, 439 sp, 1580 cp; Azurite (11 gp), Chrysoberyl
(90 gp), Freshwater Pearl (10 gp), Jasper (45 gp), Milky Quartz (40 gp),
Rhodochrosite (9 gp), Rose Quartz (55 gp), Topaz (450 gp); Masterwork
Dagger (302 gp), Masterwork Falchion (375 gp), Masterwork Light
Wooden Shield (153 gp); Potion of Virtue (cr, 25 gp), Scroll of Bless (cr,
25 gp), Scroll of Identify (cr, 25 gp), Scroll of Read Magic (cr, 12 gp 5
sp), Scroll of Summon Monster I (cr, 25 gp), Wand of Magic Weapon
(cr, 750 gp) (inscription provides clue to function), Wand of Mount (cr,
750 gp); hoard total 5252 gp 2 sp
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
18; hard 5, 15 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


West
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Room #44 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
East
Entry
The door is concealed behind a statue of a troll archer, and opened
by pulling an arrow in its quiver
6 x Wraith

Monster
Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7;
Senses darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura
(30 ft.); AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47
(5d8+25); Fort +6, Ref +4, Will +6; DA channel resistance +2,
incorporeal; Immune undead traits; Weak sunlight powerlessness; Speed
fly 60 ft. (good); Melee incorporeal touch +6 (1d6 negative energy plus
1d6 Con drain); SA create spawn; Str -, Dex 16, Con -, Int 14, Wis 14,
Cha 21; Base Atk +3, CMB +6, CMD 21

Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-
Fight, Combat Reflexes, Improved Initiative
Hidden (Search DC 30) Trapped and Locked Good Wooden Chest
(Open Lock DC 20, break DC 18; hard 5, 15 hp)

Contact Poison: CR 10; mechanical; Perception DC 24; Disable Device


DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

33 pp, 484 gp, 659 sp, 2910 cp; Agate (10 gp), Aquamarine (500 gp),
Azurite (11 gp), Citrine (60 gp), Freshwater Pearl (10 gp), Garnet (90
Hidden gp), Moonstone (45 gp), Obsidian (12 gp), Smoky Quartz (40 gp),
Treasure Tigereye (13 gp), Turquoise (7 gp), Zircon (45 gp); 2 x Carved ivory
scroll case (60 gp), Copper brazier with religious markings (50 gp),
Elaborate silver wind chimes (60 gp), Gold holy symbol (100 gp), Gold
statue of a dragon (110 gp), Ivory bowl with animal carvings (40 gp), 2
x Mithral scepter with gold inlay (600 gp), Set of six ivory dice (30 gp),
Silver and glass decanter (75 gp), 2 x Silver statue of a dragon (65 gp);
Scroll of Acid Arrow (cr, 150 gp), Scroll of Darkvision (cr, 150 gp),
Scroll of Grease (cr, 25 gp), Scroll of Light (cr, 12 gp 5 gp), Scroll of
Magic Missile (cr, 25 gp), Wand of Entangle (cr, 750 gp) (design
provides clue to function), Wand of Read Magic (cr, 375 gp)
(inscription provides clue to function), Wand of Reduce Person (cr, 750
gp); hoard total 5904 gp
West Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
Entry 10 hp)
Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5,
15 hp)
South
Room #45 Entry The door is located above a small stone dais and concealed behind a
pile of broken stone
Room The floor is covered in square tiles, alternating white and black, Several
Features pieces of rotten leather are scattered throughout the room
Monster 10 x Ogre
Ogre: CR 3, XP 800; CE Large Humanoid (giant); Init -1; Senses
darkvision 60 ft., low-light vision; Perception +5; AC 17, touch 8, flat-
footed 17 (+4 armor, -1 Dex, +5 natural, -1 size); hp 30 (4d8+12); Fort
+6, Ref +0, Will +3; Speed 30 ft. (40 ft. base); Melee greatclub +7
(2d8+7); Ranged javelin +1 (1d8+5); Space 10 ft.; Reach 10 ft.; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7; Base Atk +3, CMB +9, CMD 18

Skills and Feats: Climb +7, Perception +5; Iron Will, Toughness

Treasure: 30 pp, 303 gp, 430 sp, 1200 cp; Agate (9 gp), Bloodstone (45
gp), Citrine (50 gp), Freshwater Pearl (10 gp), Lapis Lazuli (9 gp),
Tigereye (10 gp); Masterwork Breastplate (350 gp), Masterwork
Chainmail (300 gp), Masterwork Longbow (375 gp), Masterwork
Longsword (315 gp), Masterwork Shortsword (310 gp); Oil of Light (cr,
25 gp), Potion of Cloak of Shade (apg, 50 gp), Potion of Disguise Other
(um, 300 gp), Potion of Enlarge Person (cr, 50 gp), Potion of Guidance
(cr, 25 gp), Potion of Stabilize (cr, 25 gp), Potion of Virtue (cr, 25 gp),
Scroll of Flare Burst (apg, 25 gp), Scroll of Shatter (cr, 150 gp), Scroll of
Summon Monster I (cr, 25 gp), Wand of Daze (cr, 375 gp), Wand of
True Strike (cr, 750 gp); hoard total 4266 gp
Secret (Search DC 30) Trapped and Locked Simple Wooden Door
(Open Lock DC 30, break DC 15; hard 5, 10 hp) (slides up, +2 to break
DC)

The door is concealed behind a statue of Death, and opened by


placing a coin in his open hand
North
Entry
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
Room #46
Leads to room #445, inhabited by 2 x Ghost
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #30, inhabited by 5 x Skeletal Champion
Trapped and Unlocked Stone Door (hard 8, 60 hp)
East
Falling Block: CR 9; mechanical; Perception DC 26; Disable Device
Entry
DC 24; Trigger location; Reset none; Effect Atk +15 melee (9d6);
multiple targets (all targets in a 10 ft. square area)
Room A carved stone statue stands in the south side of the room, A crater has
Features been blasted into the floor in the south side of the room
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
West 15 hp)
Entry
Leads to room #447, inhabited by 5 x Cloaker
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #323, inhabited by 8 x Mummy
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break
DC 25; hard 5, 20 hp)

Thunderstone Mine: CR 8; magic; Perception DC 26; Disable


South
Room #47 Entry #1 Device DC 22; Trigger location; Reset none; Effect thunder blast (9d6
sonic damage, DC 14 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)

Leads to room #328, inhabited by 13 x Rust Monster


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

South Rune of Dread: CR 8; magic; Perception DC 22; Disable Device DC


Entry #2 22; Trigger proximity (alarm); Reset none; Effect fear (frightened for
1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a
10 ft. radius burst)
Room Skeletons hang from chains and manacles against the north and south
Features walls, A dagger hilt lies in the north-east corner of the room
West Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry #1 10 hp)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
West
Earthmaw Trap: CR 8; magic; Perception DC 24; Disable Device DC
Room #48 Entry #2 24; Trigger location; Reset none; Effect earthmaw (8d6 damage, DC 12
Reflex save for half damage)
East Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry 10 hp)
Empty
Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
North
Room #49
Entry #1 The door is located several feet above the floor and concealed behind
a pile of broken stone
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
North
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
Entry #2
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #309, inhabited by 7 x Basidirond


West
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Entry
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)
South
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
Entry
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
Room Burning torches in iron sconces line the east and west walls, A rusted
Features axe lies in the south-west corner of the room
Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides up, +2 to break DC)
North
The door is concealed within the mouth of a demonic face carved
Entry
from stone

Leads to room #130, inhabited by 6 x Doppelganger


East
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry
6 x Gibbering Mouther
Room #50

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3;


Senses all-around vision, darkvision 60 ft.; Perception +12; AC 19, touch
13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4,
Monster Will +5; DA amorphous; DR 5/bludgeoning; Immune critical hits,
precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus
grab); SA blood drain, engulf (6d4 damage plus 2 Con damage, AC 13,
hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10,
Dex 17, Con 24, Int 4, Wis 13, Cha 12; Base Atk +3, CMB +3 (+7
grapple), CMD 16 (can't be tripped)
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon
Focus (bite)

Treasure: 22 pp, 333 gp, 110 sp; Full Plate (+1 armor) (2650 gp), Potion
of Stabilize (cr, 25 gp), Sap (+1 weapon) (2301 gp), Scroll of Detect
Magic (cr, 12 gp 5 gp), Scroll of Nondetection (cr, 425 gp), Wand of
Animate Rope (cr, 750 gp); hoard total 6727 gp
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #212, inhabited by 6 x Cloaker
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ice Dart Trap: CR 9; magic; Perception DC 22; Disable Device DC


South
22; Trigger proximity (alarm); Reset none; Effect Atk +15 ranged (7d6
Entry #1
cold)

Leads to room #132, inhabited by 5 x Flesh Golem


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

Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


South Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
Entry #2 effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Room #51 Leads to room #36, inhabited by 8 x Rust Monster


7 x Troll

Troll: CR 5, XP 1600; CE Large Humanoid (giant); Init +2; Senses


darkvision 60 ft., low-light vision, scent; Perception +8; AC 16, touch
11, flat-footed 14; (+2 Dex, +5 natural, -1 size); hp 63 (6d8+36),
regeneration 5 (acid or fire); Fort +11, Ref +4, Will +3; Speed 30 ft.;
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5); Space 10 ft.; Reach 10 ft.;
SA rend (2 claws, 1d6+7); Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6;
Monster
Base Atk +4, CMB +10, CMD 22

Skills and Feats: Intimidate +9, Perception +8; Intimidating Prowess,


Iron Will, Skill Focus (Perception)

Treasure: 179 gp; Black Pearl (400 gp), Chrysoberyl (110 gp),
Chrysoprase (50 gp), Moonstone (50 gp); Masterwork Heavy Crossbow
(350 gp), Masterwork Hide (165 gp), Masterwork Lance (310 gp),
Masterwork Longbow (375 gp), Masterwork Sap (301 gp), Masterwork
Scale Mail (200 gp); Potion of Guidance (cr, 25 gp), Potion of Keen
Senses (apg, 50 gp), Potion of Protection from Chaos (cr, 50 gp), Potion
of Remove Fear (cr, 50 gp), Potion of Resistance (cr, 25 gp), Scroll of
Aspect of the Bear (apg, 150 gp), Scroll of Flame Arrow (cr, 375 gp),
Scroll of Pass without Trace (cr, 25 gp), Scroll of Scorching Ray (cr, 150
gp), Wand of Compel Hostility (uc, 750 gp), Wand of Prestidigitation
(cr, 375 gp) (design provides clue to function), Wand of Purify Food and
Drink (cr, 375 gp); hoard total 4890 gp
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Acid Spray: CR 10; magic; Perception DC 24; Disable Device DC


West
28; Trigger proximity (alarm); Reset none; Effect acid spray (10d6 acid
Entry
damage, DC 16 Reflex save for half damage)

Leads to room #326, inhabited by 1 x Young Silver Dragon


Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East
Entry Arrow Trap: CR 12; mechanical; Perception DC 28; Disable Device
DC 26; Trigger location; Reset manual; Effect Atk +12 ranged (11d6/x3)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
South
Magic Missle Trap: CR 12; magic; Perception DC 24; Disable
Entry #1
Device DC 26; Trigger visual (true seeing); Reset none; Effect magic
missile (9d6 force damage); never miss
Room #52 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

South Arrow Trap: CR 10; mechanical; Perception DC 26; Disable Device


Entry #2 DC 28; Trigger location; Reset manual; Effect Atk +14 ranged (11d6/x3)

Leads to room #346, inhabited by 7 x Basidirond


7 x Wraith

Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura
(30 ft.); AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47
Monster
(5d8+25); Fort +6, Ref +4, Will +6; DA channel resistance +2,
incorporeal; Immune undead traits; Weak sunlight powerlessness; Speed
fly 60 ft. (good); Melee incorporeal touch +6 (1d6 negative energy plus
1d6 Con drain); SA create spawn; Str -, Dex 16, Con -, Int 14, Wis 14,
Cha 21; Base Atk +3, CMB +6, CMD 21
Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-
Fight, Combat Reflexes, Improved Initiative
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North One-way Door: CR 9; mechanical; Perception DC 22; Disable


Entry Device DC 24

Leads to room #373


Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC
18; hard 5, 15 hp)
East
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Entry #1
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half
damage); multiple targets (all targets in a 60 ft. cone)
Room #53 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard
East 5, 10 hp)
Entry #2
A bookcase and concealed door pivots smoothly
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
18; hard 5, 15 hp)
South
Symbol of Hypnosis: CR 10; magic; Perception DC 26; Disable
Entry
Device DC 26; Trigger proximity (alarm); Reset none; Effect hypnosis
(dazed for 1d4 rounds, DC 14 Will save negates); multiple targets (all
targets in a 10 ft. radius burst)
Room A mural of geometric patterns covers the ceiling, A sulphurous odor fills
Features the center of the room
Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break
DC 18; hard 5, 15 hp)

The door is located several feet above the floor and concealed within
North
a mosaic of a god of good
Entry

Room #54 Contact Poison: CR 11; mechanical; Perception DC 26; Disable


Device DC 28; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
Room Someone has scrawled "The curse can never be broken" on the east wall,
Features A pile of iron blobs lies in the east side of the room
2 x Black Pudding
Monster
Black Pudding: CR 7, XP 3200; N Huge Ooze; Init -5; Senses blindsight
60 ft.; Perception -5; AC 3, touch 3, flat-footed 3 (-2 size, -5 Dex); hp
105 (10d8+60); Fort +9, Ref -2, Will -2; DA split, ooze traits; Speed 20
ft., climb 20 ft.; Melee slam +8 (2d6+4 plus 2d6 acid plus grab); Space
15 ft.; Reach 10 ft.; SA constrict (2d6+4 plus 2d6 acid), corrosion; Str
16, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +7, CMB +12 (+16
grapple), CMD 17 (27 vs. bull rush, can't be tripped); SQ ooze traits,
suction

Skills: Climb +11


West Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
Entry 20 hp)
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Room #55 East Entry 20 hp)

Leads to room #277


Empty
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides down, +1 to break DC)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
North
falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Entry
1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #163, inhabited by 9 x Basidirond


Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
Room #56 East
A bookcase and concealed door pivots smoothly
Entry
Leads to room #120
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5,
South 10 hp)
Entry
#1 The door is concealed within the mouth of a gargantuan skull carved
from stone
South
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
Entry
hp) (slides to one side, +1 to break DC)
#2
Empty
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
West (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Entry for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Leads to room #41


Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South
Entry #1 A bookcase and concealed door pivots smoothly

Leads to room #220, inhabited by 11 x Derro


Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
South
Magic Missle Trap: CR 8; magic; Perception DC 26; Disable Device
Entry #2
DC 26; Trigger proximity (alarm); Reset none; Effect magic missile (6d6
force damage); never miss
Room #57 The floor is covered in square tiles, alternating white and black,
Room
Someone has scrawled "The Fangs of Adarbyr looted this place" on the
Features
east wall
13 x Rust Monster

Rust Monster: CR 3, XP 800; N Medium Aberration; Init +3; Senses


darkvision 60 ft., scent metals 90 ft.; Perception +12; AC 18, touch 13,
flat-footed 15 (+3 Dex, +5 natural); hp 27 (5d8+5); Fort +2, Ref +4, Will
+5; Speed 40 ft., climb 10 ft.; Melee bite +6 (1d3), antennae +6 touch
(rust); Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8; Base Atk +3, CMB
+3, CMD 16 (20 vs. trip)
Monster
Skills and Feats: Climb +8, Perception +12; Ability Focus (rust), Skill
Focus (Perception), Weapon Finesse

Treasure: 1 pp, 157 gp; Aquamarine (500 gp), Jet (110 gp), Moonstone
(45 gp), Zircon (45 gp); Masterwork Light Pick (304 gp), Masterwork
Shortbow (330 gp); Potion of Pass without Trace (cr, 50 gp), Potion of
Spider Climb (cr, 300 gp), Scroll of Cure Light Wounds (cr, 25 gp),
Scroll of Owl's Wisdom (cr, 150 gp), Wand of Mage Hand (cr, 375 gp);
hoard total 2401 gp
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
North
Entry
Arrow Trap: CR 10; mechanical; Perception DC 26; Disable Device
#1
DC 28; Trigger location; Reset manual; Effect Atk +16 ranged (11d6/x3)
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
North
falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Entry
1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
#2
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Room #58
Leads to room #208, inhabited by 3 x Wraith
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
East
Entry
The door is concealed within the mouth of a demonic face carved from
stone
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
South 20 hp)
Entry
Leads to room #112
Empty
Trapped and Locked Simple Wooden Door (Open Lock DC 40, break
DC 15; hard 5, 10 hp) (magically reinforced, +10 to break DC)
North
Entry Contact Poison: CR 12; mechanical; Perception DC 26; Disable
Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break
DC 25; hard 5, 20 hp)
South
Room #59 Entry Fire Spray: CR 10; magic; Perception DC 24; Disable Device DC 24;
Trigger visual (arcane eye); Reset none; Effect fire spray (12d6 fire
damage, DC 16 Reflex save for half damage)
Room An altar of evil sits in the north-west corner of the room, Someone has
Features scrawled "The walls listen" in draconic script on the north wall
18 x Doppelganger

Monster
Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid
(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,
touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);
Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2
claws +8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con
12, Int 13, Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change
shape (alter self), mimicry, perfect copy

Skills and Feats: Bluff +9 (+13 while using change shape ability),
Diplomacy +4, Disguise +9 (+29 while using change shape ability),
Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 340 pp, 1160 gp; Jet (90 gp), Smoky Quartz (65 gp), Topaz
(400 gp), Zircon (55 gp); Gold statue of a lion (110 gp), Ivory bowl with
animal carvings (40 gp), Marble idol (300 gp), Polished darkwood
chalice (50 gp), Set of six silver dice (75 gp), Silver candelabra with holy
symbol (75 gp); hoard total 5820 gp
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
North falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Entry 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #129, inhabited by 5 x Basidirond


Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
West 20 hp)
Entry
Leads to room #23, inhabited by 5 x Nabasu
Room #60 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Guillotine Blade: CR 12; mechanical; Perception DC 28; Disable


South
Device DC 26; Trigger location; Reset manual; Effect Atk +12 melee
Entry
(12d6/19-20)

Leads to room #271, inhabited by 3 x Ghost


3 x Giant Scorpion

Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses


Monster
darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch 9, flat-
footed 16 (+7 armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1;
Immune mind-affecting effects; Speed 50 ft.; Melee 2 claws +6 (1d6+4
plus grab), sting +6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA
constrict (1d6+4); Str 19, Dex 10, Con 16, Int -, Wis 10, Cha 2; Base Atk
+3, CMB +8 (+12 grapple), CMD 18 (30 vs. trip)

Skills: Climb +8, Perception +4, Stealth +0


Symbol of Panic: CR 9; magic; Perception DC 22; Disable Device DC
26; Trigger proximity (alarm); Reset none; Effect fear (panicked for 1d4
Trap
rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft.
radius burst)
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)
North
Entry #1 Guillotine Blade: CR 10; mechanical; Perception DC 24; Disable
Device DC 24; Trigger location; Reset manual; Effect Atk +16 melee
(10d6/19-20)
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
8, 60 hp)
North
Rune of Hypnosis: CR 12; magic; Perception DC 26; Disable Device
Entry #2
DC 24; Trigger proximity (alarm); Reset none; Effect hypnosis
(fascinated for 1d4 rounds, DC 18 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
8, 60 hp)
West
Entry #1
Arrow Trap: CR 10; mechanical; Perception DC 28; Disable Device
DC 28; Trigger location; Reset manual; Effect Atk +12 ranged (12d6/x3)
Room #61 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
West 5, 10 hp)
Entry #2
The door is concealed by an illusion
East Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry 20 hp)
Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)

South The door is concealed within the mouth of a demonic face carved
Entry from stone

Leads to room #352


1 x Young Silver Dragon

Monster
Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init
+5; Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed
21; (+1 Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref +8,
Will +12; Immune acid, cold, paralysis, sleep; Weak vulnerability to fire;
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight; Melee
bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13
(1d8+7); Space 10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon
(40-ft. cone, DC 18, 6d8 cold), paralyzing breath, spell-like abilities CL
11th; Spells CL 1st; Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16;
Base Atk +11, CMB +17, CMD 28 (32 vs. trip); SQ change shape

Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,
Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,
Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack, Power
Attack, Weapon Focus (bite)

Treasure: 66 pp, 421 gp, 20 sp; Coral (80 gp), Coral (100 gp), Freshwater
Pearl (9 gp), Jade (100 gp), Jade (110 gp), Peridot (60 gp),
Rhodochrosite (11 gp); Bronze flagon with warrior images (50 gp),
Decorated electrum plate (110 gp), Decorated silver plate (60 gp),
Electrum censer with silver filigree (70 gp), Ivory drinking horn with
silver ends (110 gp), Painting of a queen (750 gp); Bastard Sword (+1
weapon) (2335 gp), Battleaxe (+1 weapon) (design provides clue to
function) (2310 gp), Boots of the Winterlands (2500 gp) (design provides
clue to function), Flying Ointment (2250 gp) (design provides clue to
function), Oil of Continual Flame (cr, 300 gp), Oil of Remove Paralysis
(cr, 300 gp), Potion of Cat's Grace (cr, 300 gp), Potion of Reduce Animal
(cr, 300 gp), Wand of Floating Disk (cr, 750 gp), Wand of Magic Missile
(cr, 750 gp); hoard total 14798 gp
Trapped and Unlocked Stone Door (hard 8, 60 hp)
North
Acid Spray: CR 12; magic; Perception DC 24; Disable Device DC
Entry #1
24; Trigger proximity (alarm); Reset none; Effect acid spray (12d6 acid
damage, DC 16 Reflex save for half damage)
Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
North
Entry #2
A bookcase and concealed door pivots smoothly
Room #62 North Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry #3 (slides to one side, +1 to break DC)
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break
DC 25; hard 5, 20 hp)
South
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Entry
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Leads to room #25, inhabited by 8 x Basilisk


11 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3;


Senses all-around vision, darkvision 60 ft.; Perception +12; AC 19, touch
13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4,
Will +5; DA amorphous; DR 5/bludgeoning; Immune critical hits,
precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus
grab); SA blood drain, engulf (6d4 damage plus 2 Con damage, AC 13,
hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10,
Monster Dex 17, Con 24, Int 4, Wis 13, Cha 12; Base Atk +3, CMB +3 (+7
grapple), CMD 16 (can't be tripped)

Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon
Focus (bite)

Treasure: 4 pp, 73 gp, 40 sp; Chrysoprase (40 gp), Freshwater Pearl (11
gp), Hematite (9 gp); Masterwork Dwarven Waraxe (330 gp);
Adamantine Dagger (3002 gp), Potion of Ant Haul (apg, 50 gp), Potion
of Spider Climb (cr, 300 gp), Scroll of Elemental Aura (apg, 375 gp);
hoard total 4234 gp
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

North Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


Entry Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
East Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry 20 hp) (slides down, +1 to break DC)
South Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
Room #63 Entry 20 hp)
Room A group of demonic faces have been carved into the west wall, Several
Features torches are scattered throughout the room
5 x Succubus

Monster Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,


extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84
(8d10+40); Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune
electricity, fire, poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly
50 ft. (average); Melee 2 claws +11 (1d6+1); SA energy drain, profane
gift, spell-like abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14,
Cha 27; Base Atk +8, CMB +11, CMD 22; SQ change shape (alter self,
Small or Medium humanoid)

Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21,
Sense Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes,
Iron Will, Weapon Finesse

Treasure: 7 gp, 90 sp; Pyrite (11 gp), Rock Quartz (11 gp), Rose Quartz
(55 gp); Dagger (+2 weapon) (inscription provides clue to function)
(8302 gp), Lance (+1 weapon) (sheds light) (2310 gp), Mistmail (2250
gp), Oil of Magic Weapon (cr, 50 gp), Ring of Protection +1 (2000 gp);
hoard total 15005 gp
North Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
Entry 20 hp)
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
West
Entry
Leads to room #430
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
(slides up, +2 to break DC)
Room #64
South Contact Poison: CR 10; mechanical; Perception DC 24; Disable
Entry Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #178


Empty
West Entry
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
#1
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
West Entry
#2
Leads to room #202, inhabited by 10 x Basidirond
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60
Room #65
hp)
South Entry
A bookcase and concealed door pivots smoothly

Leads to room #450, inhabited by 9 x Bugbear


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

North Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


Entry #1 Device DC 20; Trigger location; Reset repair; Effect poison gas
(insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);
never miss; onset delay (1 round); multiple targets (all targets in a 10 ft.
square area)
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
North
Entry #2
Leads to room #75, inhabited by 5 x Violet Fungus
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


West
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Secret (Search DC 20) Trapped and Unlocked Simple Wooden Door
Room #66 (hard 5, 10 hp)

The door is concealed behind a statue of Death, and opened by


placing a coin in his open hand

East Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Entry Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Leads to room #179


Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
South 10 hp) (slides down, +1 to break DC)
Entry #1
Leads to room #281
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South
Entry #2
Leads to room #458
Room A stone dais and throne sits in the center of the room, Several pieces of
Features rotten bread are scattered throughout the room
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Trap Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC
20, break DC 15; hard 5, 10 hp)

31 pp, 351 gp, 310 sp, 600 cp; Amber (120 gp), Carnelian (40 gp),
Carnelian (50 gp), Jet (80 gp), Moonstone (45 gp), Moonstone (50 gp),
Obsidian (12 gp), Opal (450 gp), Opal (550 gp), Rhodochrosite (11 gp),
Zircon (45 gp); Bronze flagon with warrior images (50 gp), Bronze
statuette of a warrior (15 gp), Copper and glass decanter (25 gp), 2 x
Hidden Electrum censer with silver filigree (70 gp), Engraved gold scarab (75
Treasure gp), Engraved jade scarab (85 gp), Gilded demon skull (300 gp), Gold
censer with silver filigree (90 gp), Gold chalice with griffon carvings
(600 gp), Ivory bowl with animal carvings (40 gp), Marble idol (300
gp), Porcelain mask (40 gp), 2 x Set of six ivory dice (30 gp), Silver
candelabra with holy symbol (75 gp), Silver cauldron with animal
symbols (120 gp), Silver chalice with dragon carvings (150 gp), Silver
chess set (50 gp), Silver cup with royal crest (100 gp), Silver flagon with
religious markings (80 gp), Silver hand mirror (75 gp); Oil of Light (cr,
25 gp), Scroll of Levitate (cr, 150 gp), Scroll of Shield (cr, 25 gp), Wand
of Mending (cr, 375 gp); hoard total 5196 gp
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5,
West 15 hp)
Entry
The door is concealed behind an area of fungus
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp) (slides to one side, +1 to break DC)

East Guillotine Blade: CR 11; mechanical; Perception DC 24; Disable


Entry Device DC 28; Trigger location; Reset manual; Effect Atk +14 melee
(11d6/19-20)
Room #67
Leads to room #123, inhabited by 14 x Violet Fungus
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Earthmaw Trap: CR 10; magic; Perception DC 26; Disable Device


South
DC 28; Trigger location; Reset none; Effect earthmaw (10d6 damage, DC
Entry
18 Reflex save for half damage)

Leads to room #75, inhabited by 5 x Violet Fungus


Empty
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
North
The door is located above a small stone dais and concealed behind a
Entry
pile of broken stone

Leads to room #315, inhabited by 5 x Dire Bear


Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Room #68 West 15 hp) (slides down, +1 to break DC)
Entry
Leads to room #199
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
South 5, 10 hp)
Entry
A bookcase and concealed door pivots smoothly
Empty
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
West
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
East
Ice Dart Trap: CR 12; magic; Perception DC 28; Disable Device DC
Entry #1
26; Trigger proximity (alarm); Reset none; Effect Atk +16 ranged (11d6
cold)
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard
8, 60 hp)

Room #69 East Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
Entry #2
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #400


Room A ladder ascends to a catwalk hanging between the north and south
Features walls, A tile labyrinth covers the floor
12 x Violet Fungus

Monster
Violet Fungus: CR 3, XP 800; N Medium Plant; Init -1; Senses low-light
vision; Perception +0; AC 15, touch 9, flat-footed 15 (-1 Dex, +6
natural); hp 30 (4d8+12); Fort +7, Ref +0, Will +1; Immune plant traits;
Speed 10 ft.; Melee 4 tentacles +4 (1d4+1 plus rot); Space 5 ft.; Reach
10 ft.; Str 12, Dex 8, Con 16, Int -, Wis 11, Cha 9; Base Atk +3, CMB
+4, CMD 13

Treasure: 108 gp, 63 sp, 70 cp; Onyx (40 gp), Rock Quartz (12 gp), Sard
(50 gp), Sardonyx (50 gp), Shell (10 gp), Topaz (650 gp), Tourmaline
(120 gp); Masterwork Battleaxe (310 gp); Scroll of Ray of Enfeeblement
(cr, 25 gp), Scroll of Read Magic (cr, 12 gp 5 gp), Wand of Shocking
Grasp (cr, 750 gp), Wand of Sleep (cr, 750 gp) (inscription provides clue
to function); hoard total 2894 gp
Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC
East 40, break DC 15; hard 5, 10 hp)
Entry
The door is concealed within a mosaic of ghoulish carnage
Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)

South The door is located above a small stone dais and concealed behind an
Entry area of slime

Leads to room #14


Room Spirals of black stones cover the floor, Someone has scrawled "It's a
Features trap" on the west wall
10 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses


Room #70
darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA
shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8 (1d6+5),
tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA
engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14; Base Atk
+4, CMB +10, CMD 23 (can't be tripped)
Monster
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge
(religion) +11, Perception +14, Sense Motive +8, Stealth +8; Combat
Reflexes, Improved Initiative, Skill Focus (Perception)

Treasure: 30 pp, 322 gp, 140 sp, 1200 cp; Amber (90 gp), Carnelian (65
gp), Sard (50 gp), Topaz (500 gp); Buckler (+1 shield) (1155 gp), Rapier
(+1 weapon) (2320 gp), Scroll of Gust of Wind (cr, 150 gp), Scroll of
Scorching Ray (cr, 150 gp), Wand of Detect Magic (cr, 375 gp)
(inscription provides clue to function), Wand of Feather Step (apg, 750
gp); hoard total 6253 gp
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break
DC 25; hard 5, 20 hp)
North
Entry Electrified Lock: CR 12; magic; Perception DC 24; Disable Device
Room #71 DC 24; Trigger touch; Reset none; Effect electric shock (12d6
electricity damage, DC 16 Reflex save for half damage)
A magical statue in the north-west corner of the room speaks riddles
Room
and cryptic prophecies, A tapestry of legendary monsters hangs from
Features
the west wall
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
North
Contact Poison: CR 12; mechanical; Perception DC 24; Disable
Entry
Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
Trapped and Unlocked Iron Door (hard 10, 60 hp)

East Arrow Trap: CR 10; mechanical; Perception DC 28; Disable Device


Entry DC 28; Trigger location; Reset manual; Effect Atk +12 ranged (11d6/x3)

Leads to room #86


Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
South
Entry
Leads to room #115
Room A faded and torn tapestry hangs from the east wall, Someone has
Features scrawled "Brobern's Company killed five trolls here" on the east wall
1 x Young Silver Dragon
Room #72

Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init


+5; Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed
21; (+1 Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref +8,
Will +12; Immune acid, cold, paralysis, sleep; Weak vulnerability to fire;
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight; Melee
bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13
Monster (1d8+7); Space 10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon
(40-ft. cone, DC 18, 6d8 cold), paralyzing breath, spell-like abilities CL
11th; Spells CL 1st; Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16;
Base Atk +11, CMB +17, CMD 28 (32 vs. trip); SQ change shape

Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,
Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,
Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack, Power
Attack, Weapon Focus (bite)
Treasure: 33 pp, 384 gp, 262 sp, 1900 cp; Aquamarine (550 gp), Black
Pearl (400 gp), Citrine (45 gp), Citrine (50 gp), Coral (110 gp), Garnet
(110 gp), Jet (100 gp), Lapis Lazuli (8 gp), Onyx (55 gp), Saltwater Pearl
(110 gp), Sardonyx (45 gp), Smoky Quartz (35 gp), Smoky Quartz (50
gp), Turquoise (9 gp); Bronze statuette of a warrior (15 gp), Carved jade
idol (80 gp), Copper scepter with gold inlay (50 gp), Engraved gold
scarab (75 gp), Gold holy symbol (100 gp), Gold puzzle box (500 gp),
Gold statue of a dragon (110 gp), Ivory drinking horn with silver ends
(110 gp), Polished darkwood chalice (50 gp), 2 x Silver comb with
ornate handle (75 gp), Silver holy symbol (25 gp), Silver noble family
seal (60 gp), Silver statue of a dragon (65 gp); Masterwork Dagger (302
gp), Masterwork Sai (301 gp), Masterwork Shortsword (310 gp); Gloves
of Reconnaissance (2000 gp), Oil of Bless Weapon (cr, 50 gp), Oil of
Daylight (cr, 750 gp), Oil of Rope Trick (cr, 300 gp), Potion of
Protection from Good (cr, 50 gp), Potion of Resistance (cr, 25 gp), Ring
of Protection +1 (2000 gp), Scroll of Gentle Repose (cr, 375 gp), Scroll
of Shillelagh (cr, 25 gp), Scroll of Unseen Servant (cr, 25 gp), Scythe
(+1 weapon) (2318 gp), Wand of Mage Armor (cr, 750 gp) (design
provides clue to function), Wand of Magic Missile (cr, 750 gp); hoard
total 14157 gp 2 sp
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

North Thunderstone Mine: CR 12; magic; Perception DC 28; Disable


Entry Device DC 26; Trigger location; Reset none; Effect thunder blast (10d6
sonic damage, DC 18 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)
Secret (Search DC 30) Trapped and Stuck Iron Door (break DC 28; hard
10, 60 hp)
West
A bookcase and concealed door pivots smoothly
Entry
Arrow Trap: CR 9; mechanical; Perception DC 24; Disable Device
Room #73 DC 22; Trigger location; Reset manual; Effect Atk +15 ranged (9d6/x3)
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
East 15 hp) (slides up, +2 to break DC)
Entry
Leads to room #359, inhabited by 1 x Fire Giant
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
South
The door is concealed within the mouth of a demonic face carved
Entry
from stone

Leads to room #365


Room Various torture devices are scattered throughout the room, A rotting odor
Features fills the center of the room
7 x Giant Scorpion

Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses


darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch 9, flat-
footed 16 (+7 armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1;
Monster
Immune mind-affecting effects; Speed 50 ft.; Melee 2 claws +6 (1d6+4
plus grab), sting +6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA
constrict (1d6+4); Str 19, Dex 10, Con 16, Int -, Wis 10, Cha 2; Base Atk
+3, CMB +8 (+12 grapple), CMD 18 (30 vs. trip)

Skills: Climb +8, Perception +4, Stealth +0


Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
North hp)
Entry
Leads to room #339
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5,
East 20 hp)
Entry
A bookcase and concealed door pivots smoothly
5 x Aboleth

Aboleth: CR 7, XP 3200; LE Huge Aberration (aquatic); Init +5; Senses


darkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20,
touch 9, flat-footed 19; (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48);
Room #74 Fort +8, Ref +5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles
+10 (1d6+5 plus slime); Space 15 ft.; Reach 15 ft.; SA spell-like abilities
CL 16th; Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17; Base Atk +6,
CMB +13, CMD 24 (can't be tripped)
Monster
Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,
Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron
Will, Lightning Reflexes, Weapon Focus (tentacle)

Treasure: 3 pp, 307 gp, 220 sp, 1300 cp; Amethyst (80 gp), Amethyst
(120 gp), Aquamarine (600 gp), Black Pearl (500 gp), Black Pearl (550
gp), Bloodstone (60 gp), Deep Blue Spinel (70 gp), Ivory (45 gp), Jasper
(50 gp), Jasper (60 gp), Jet (90 gp), Lapis Lazuli (11 gp), 2 x Milky
Quartz (45 gp), Onyx (45 gp), Rock Quartz (12 gp), Rose Quartz (60 gp),
Topaz (400 gp), Zircon (60 gp); Masterwork Greataxe (320 gp); Scroll of
Baleful Polymorph (cr, 1125 gp), Scroll of Bear's Endurance (cr, 150 gp),
Scroll of Bull's Strength (cr, 150 gp), Scroll of Darkvision (cr, 150 gp),
Scroll of Glitterdust (cr, 150 gp), Wand of Create Water (cr, 375 gp),
Wand of Disguise Self (cr, 750 gp), Wand of Find Traps (cr, 4500 gp),
Wand of Magic Weapon (cr, 750 gp), Wand of Read Magic (cr, 375 gp);
hoard total 12070 gp
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Earthmaw Trap: CR 10; magic; Perception DC 26; Disable Device


North
DC 28; Trigger location; Reset none; Effect earthmaw (10d6 damage,
Entry
DC 18 Reflex save for half damage)

Leads to room #67


Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5,
15 hp)
East
The door is concealed behind a statue of an elemental salamander,
Entry #1
and opened by setting it aflame

Leads to room #123, inhabited by 14 x Violet Fungus


Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
East 20 hp)
Entry #2
Leads to room #389
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Room #75 South
Entry
Leads to room #66
Room A stone stair ascends towards the south wall, A corroded key lies in the
Features north-east corner of the room
5 x Violet Fungus

Violet Fungus: CR 3, XP 800; N Medium Plant; Init -1; Senses low-light


vision; Perception +0; AC 15, touch 9, flat-footed 15 (-1 Dex, +6
natural); hp 30 (4d8+12); Fort +7, Ref +0, Will +1; Immune plant traits;
Speed 10 ft.; Melee 4 tentacles +4 (1d4+1 plus rot); Space 5 ft.; Reach
Monster 10 ft.; Str 12, Dex 8, Con 16, Int -, Wis 11, Cha 9; Base Atk +3, CMB
+4, CMD 13

Treasure: 49 gp, 92 sp; Alabaster (8 gp), Amber (100 gp), Azurite (9 gp),
Hematite (12 gp), Ivory (60 gp), Lapis Lazuli (10 gp), Onyx (60 gp),
Opal (500 gp), Peridot (65 gp), Rhodochrosite (10 gp), Sardonyx (55
gp), Shell (10 gp); Masterwork Light Hammer (301 gp); hoard total 1258
gp 2 sp
North Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
Entry #1 15 hp)
North Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry #2 10 hp)
North Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Entry #3 (slides down, +1 to break DC)
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
West
Entry #1
The door is concealed within the mouth of a demonic face carved
from stone
West
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry #2
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Electrified Lock: CR 8; magic; Perception DC 22; Disable Device


East
DC 22; Trigger touch; Reset none; Effect electric shock (8d6 electricity
Entry
damage, DC 16 Reflex save for half damage)

Room #76 Leads to room #447, inhabited by 5 x Cloaker


14 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2;


Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12
(+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will
+4; DA incorporeal, channel resistance +2; Immune undead traits; Speed
fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA
create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2,
CMB +4, CMD 17
Monster
Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4
in bright light); Dodge, Skill Focus (Perception)

Treasure: 2 pp, 99 gp, 88 sp, 190 cp; Chrysoprase (50 gp), Chrysoprase
(55 gp), Garnet (70 gp), Lapis Lazuli (7 gp), Opal (450 gp), Pyrite (12
gp), Sard (45 gp), Sard (60 gp), Shell (13 gp), Turquoise (11 gp);
Darkwood Buckler (203 gp), Oil of Arcane Mark (cr, 25 gp), Oil of
Magic Stone (cr, 50 gp), Scroll of Magic Fang (cr, 25 gp), Sling (+1
weapon) (2300 gp); hoard total 3505 gp 7 sp
North Secret (Search DC 20) Trapped and Unlocked Good Wooden Door
Room #77
Entry (hard 5, 15 hp)
A bookcase and concealed door pivots smoothly

Contact Poison: CR 11; mechanical; Perception DC 28; Disable


Device DC 26; Trigger touch; Reset none; Effect contact poison
(nitharit [contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con,
1 save])

Leads to room #401


Room A balcony hangs from the south wall, A charred club lies in the center
Features of the room
North Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
Entry #1 20 hp)
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

North Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
Entry #2 DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of
cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
North 10 hp)
Room #78 Entry #3
Leads to room #83, inhabited by 4 x Dire Bear
Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard
10, 60 hp) (slides down, +1 to break DC)

West The door is concealed behind a tapestry of a monstrous god


Entry
Guillotine Blade: CR 9; mechanical; Perception DC 22; Disable
Device DC 24; Trigger location; Reset manual; Effect Atk +13 melee
(8d6/19-20)
Empty
North
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
South
Room #79 Entry
The door is concealed behind a statue of Death, and opened by
placing a coin in his open hand
7 x Basidirond
Monster
Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light
vision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1
Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune
cold, plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10
(1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13,
Con 16, Int -, Wis 11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs.
trip)

Treasure: 96 gp, 120 sp, 500 cp; Azurite (9 gp), Black Pearl (600 gp),
Chrysoprase (55 gp), Citrine (65 gp), Peridot (40 gp), Saltwater Pearl
(90 gp), Turquoise (9 gp); Masterwork Battleaxe (310 gp), Masterwork
Greatsword (350 gp), Masterwork Light Crossbow (335 gp); Scroll of
Share Memory (um, 150 gp), Wand of Burning Hands (cr, 750 gp)
(design provides clue to function); hoard total 2876 gp
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Trap Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC
20, break DC 18; hard 5, 15 hp)

123 pp, 964 gp, 395 sp, 1670 cp; Amber (110 gp), 2 x Azurite (10 gp),
Citrine (50 gp), Ivory (50 gp), Lapis Lazuli (11 gp), Milky Quartz (40
gp), Moonstone (55 gp), Onyx (45 gp), Opal (500 gp), Rock Quartz (10
gp), Turquoise (9 gp), Turquoise (12 gp); Bronze flagon with warrior
Hidden
images (50 gp), Copper brazier with religious markings (50 gp), Crystal
Treasure
egg with silver stand (50 gp), Gold and platinum statuette of a deity
(750 gp), 2 x Gold and silver hand mirror (120 gp), Gold holy symbol
(100 gp), Gold mask (450 gp), Ivory drinking horn with copper ends (60
gp), Polished darkwood chalice (50 gp), Silver candelabra with holy
symbol (75 gp), Silver comb with ornate handle (75 gp), Silver flagon
with religious markings (80 gp), Silver hand mirror (75 gp); Scroll of
Aspect of the Falcon (apg, 25 gp), Scroll of Bull's Strength (cr, 150 gp),
Wand of Mage Armor (cr, 750 gp); hoard total 6192 gp 2 sp
North EntryLocked Simple Wooden Door (Open Lock DC 20, break DC 15;
#1 hard 5, 10 hp)
North EntryLocked Strong Wooden Door (Open Lock DC 20, break DC 25;
#2 hard 5, 20 hp)
Room #80
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard
East Entry
5, 15 hp)
Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
South Entry
hard 5, 10 hp)
Leads to room #367
Empty
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable


North
Device DC 26; Trigger location; Reset manual; Effect Atk +11 melee
Entry
(8d6/19-20)

Leads to room #317


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

East One-way Door: CR 12; mechanical; Perception DC 26; Disable


Entry Device DC 28

Leads to room #459


Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC
25; hard 5, 20 hp)
South
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
Entry
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
Room #81
5 x Hill Giant

Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses


low-light vision; Perception +6; AC 21, touch 8, flat-footed 21 (+4 armor,
-1 Dex, +9 natural, -1 size); hp 85 (10d8+40); Fort +11, Ref +2, Will +3;
DA rock catching; Speed 40 ft. (30 ft. in armor); Melee greatclub +14/+9
(2d8+10) or 2 slams +13 (1d8+7); Ranged rock +6 (1d8+10); Space 10
ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 25, Dex 8, Con 19, Int 6,
Wis 10, Cha 7; Base Atk +7, CMB +15, CMD 24
Monster
Skills and Feats: Climb +10, Intimidate +12, Perception +6; Cleave,
Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power
Attack, Weapon Focus (greatclub)

Treasure: 240 pp, 1472 gp; Aquamarine (350 gp), Chrysoprase (45 gp),
Coral (110 gp), Peridot (50 gp); Masterwork Composite Longbow (+3 Str
bonus) (700 gp), Masterwork Composite Shortbow (+1 Str bonus) (450
gp), Masterwork Greatsword (350 gp); Potion of Virtue (cr, 25 gp), Scroll
of Web (cr, 150 gp); hoard total 6102 gp
Secret (Search DC 25) Locked Stone Door (Open Lock DC 20, break
West DC 28; hard 8, 60 hp)
Entry #1
The door is opened by speaking a command word
West Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry #2 20 hp)
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides down, +1 to break DC)

The door is located near the ceiling and concealed behind a pile of
broken stone
South
Entry Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #22


Room A set of demonic war masks hangs on the west wall, Someone has
Features scrawled "The Jade Hammers looted this place" on the north wall
3 x Succubus
Room #82
Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84
(8d10+40); Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune
electricity, fire, poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly
50 ft. (average); Melee 2 claws +11 (1d6+1); SA energy drain, profane
gift, spell-like abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14,
Cha 27; Base Atk +8, CMB +11, CMD 22; SQ change shape (alter self,
Small or Medium humanoid)
Monster
Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21,
Sense Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes,
Iron Will, Weapon Finesse

Treasure: 247 gp, 350 sp, 2000 cp; Amber (100 gp), Aquamarine (550
gp), Deep Blue Spinel (120 gp), Green Spinel (60 gp), Ivory (50 gp),
Moonstone (45 gp), Moonstone (65 gp), Opal (450 gp), Red Spinel (50
gp), Sard (50 gp); Masterwork Longbow (375 gp), Masterwork
Longsword (315 gp); Chain Shirt (+1 armor) (1250 gp), Light Crossbow
(+1 weapon) (sheds light) (2335 gp), Potion of Levitate (cr, 300 gp),
Potion of Protection from Evil (cr, 50 gp), Potion of Remove Fear (cr, 50
gp), Potion of Resistance (cr, 25 gp), Ring of Spell Knowledge I (1500
gp), Scroll of Blend (arg, 25 gp), Scroll of Detect Secret Doors (cr, 25
gp), Scroll of Divine Favor (cr, 25 gp), Wand of Detect Magic (cr, 375
gp) (inscription provides clue to function); hoard total 8492 gp
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
North 20 hp)
Entry
Leads to room #435, inhabited by 1 x Young Silver Dragon
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
South 10 hp)
Entry #1
Leads to room #78
Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
(slides up, +2 to break DC)

A bookcase and concealed door pivots smoothly


South
Entry #2
Arrow Trap: CR 11; mechanical; Perception DC 24; Disable Device
DC 28; Trigger location; Reset manual; Effect Atk +12 ranged (10d6/x3)

Leads to room #452


Room A stone ramp ascends towards the south wall, A corroded mace lies in
Features the west side of the room
Room #83
4 x Dire Bear (Cave Bear)

Dire Bear (Cave Bear): CR 7, XP 3200; N Large Animal; Init +5; Senses
low-light vision, scent; Perception +12; AC 18, touch 10, flat-footed 17
(+1 Dex, +8 natural, -1 size); hp 95 (10d8+50); Fort +12, Ref +8, Will
+4; Speed 40 ft.; Melee 2 claws +13 (1d6+7 plus grab), bite +13
(1d8+7); Space 10 ft.; Reach 5 ft.; Str 25, Dex 13, Con 21, Int 2, Wis 12,
Cha 10; Base Atk +7, CMB +15 (+19 grapple), CMD 26 (30 vs. trip)
Monster
Skills and Feats: Perception +12, Swim +19; Endurance, Improved
Initiative, Iron Will, Run, Skill Focus (Perception)

Treasure: 180 gp, 40 sp; Agate (10 gp), Black Pearl (450 gp),
Chrysoberyl (110 gp), Citrine (50 gp), Coral (80 gp), Jasper (50 gp),
Onyx (45 gp), Opal (500 gp), Rhodochrosite (9 gp), Rose Quartz (45
gp), Sardonyx (60 gp); Masterwork Club (300 gp); Scroll of Cure
Moderate Wounds (cr, 150 gp), Scroll of Hold Person (cr, 150 gp),
Wand of Mount (cr, 750 gp) (design provides clue to function), Wand of
Shield of Faith (cr, 750 gp); hoard total 3693 gp
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Symbol of Panic: CR 11; magic; Perception DC 24; Disable Device


West DC 26; Trigger proximity (alarm); Reset none; Effect fear (panicked for
Entry 1d4 rounds, DC 18 Will save negates); multiple targets (all targets in a
10 ft. radius burst)

Leads to room #191, inhabited by 4 x Doppelganger


Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break
Room #84 DC 28; hard 8, 60 hp)
East
Entry The door is opened by standing on a small floor tile

Leads to room #122


South Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Entry 15 hp) (slides to one side, +1 to break DC)
Room A chute falls into the room from above, A stone dais and throne sits in
Features the south side of the room
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
East
Entry
A section of wall pivots smoothly
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
South 15 hp)
Entry #1
Leads to room #122
South Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry #2 20 hp)
A weapon rack and crude idol sit in the north-west corner of the room,
Room
Several pieces of blood-soaked clothing are scattered throughout the
Features
Room #85 room
11 x Basilisk

Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-
footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will
Monster
+5; Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con
15, Int 2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)

Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great


Fortitude, Iron Will, Skill Focus (Perception)
Treasure: 92 pp, 574 gp, 115 sp, 155 cp; Black Pearl (400 gp), Black
Pearl (550 gp), Citrine (50 gp), Green Spinel (50 gp), Jade (80 gp), Jade
(90 gp), Malachite (11 gp), Milky Quartz (40 gp), Milky Quartz (60 gp),
Onyx (35 gp), Pyrite (8 gp), Turquoise (11 gp); Masterwork Composite
Longbow (+1 Str bonus) (500 gp); Potion of Reduce Person (cr, 50 gp);
hoard total 3442 gp 5 cp
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
(slides up, +2 to break DC)
North
The door is concealed within the mouth of a gargantuan skull
Entry
carved from stone

Leads to room #410


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

Arrow Trap: CR 10; mechanical; Perception DC 28; Disable


Room #86 West Entry Device DC 28; Trigger location; Reset manual; Effect Atk +12 ranged
(11d6/x3)

Leads to room #72, inhabited by 1 x Young Silver Dragon


Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp)
East Entry
Leads to room #377
Room Burning torches in iron sconces line the north and south walls,
Features Someone has scrawled "Mind the gap" on the west wall
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
North
Entry
Leads to room #225
West Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry #1 15 hp)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
West
Room #87 Entry #2 Ice Dart Trap: CR 12; magic; Perception DC 28; Disable Device DC
26; Trigger proximity (alarm); Reset none; Effect Atk +16 ranged (10d6
cold)
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East
Entry
Leads to room #411
3 x Drider
Monster
Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses darkvision
120 ft., detect good, detect law, detect magic; Perception +15; AC 20,
touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, -1 size); hp 76
(9d8+36); Fort +7, Ref +5, Will +9; Immune sleep; SR 18; Speed 30 ft.,
climb 20 ft.; Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus
poison); Ranged mwk composite longbow +8/+3 (1d8+2/x3); Space 10
ft.; Reach 5 ft.; SA web (+7 ranged, DC 18, hp 9), spell-like abilities CL
9th; Spells CL 6th; Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16; Base
Atk +6, CMB +9, CMD 21 (33 vs. trip); SQ undersized weapons

Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,
Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge, Combat
Casting, Weapon Focus (bite, mace)

Treasure: 45 pp, 372 gp, 98 sp, 190 cp; Jade (90 gp), Lapis Lazuli (12
gp), Malachite (10 gp), Malachite (11 gp), Milky Quartz (45 gp),
Obsidian (13 gp), Onyx (40 gp), Sardonyx (50 gp), Tigereye (9 gp),
Topaz (500 gp), Turquoise (10 gp), Zircon (60 gp); Masterwork
Longbow (375 gp), Masterwork Rapier (320 gp); Oil of Arcane Lock (cr,
300 gp), Potion of Resist Acid (3rd) (cr, 300 gp), 2 x Potion of Water
Breathing (cr, 750 gp), Scroll of Earthquake (cr, 3000 gp), Scroll of Gate
(cr, 3825 gp), Scroll of Mirror Image (cr, 150 gp), Scroll of Sound Burst
(cr, 150 gp), Wand of Obscure Object (cr, 750 gp); hoard total 12353 gp
7 sp
Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides down, +1 to
break DC)
North
Thunderstone Mine: CR 8; magic; Perception DC 26; Disable Device
Entry
DC 24; Trigger location; Reset none; Effect thunder blast (8d6 sonic
damage, DC 16 Fort save for half damage); multiple targets (all targets
in a 10 ft. radius burst)
West Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry 10 hp)
Room #88 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
East
A bookcase and concealed door pivots smoothly
Entry
Leads to room #311
Secret (Search DC 20) Trapped and Stuck Good Wooden Door (break
DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)
South
Entry The door is concealed behind a statue of a noble king, and opened by
stabbing a sword into his back
Earthmaw Trap: CR 10; magic; Perception DC 28; Disable Device
DC 26; Trigger location; Reset none; Effect earthmaw (11d6 damage,
DC 18 Reflex save for half damage)
Room Someone has scrawled "They ate Fari" on the south wall, A pile of
Features spoiled meat lies in the south side of the room
5 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light


vision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1
Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune
cold, plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10
(1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con
Monster
16, Int -, Wis 11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs. trip)

Treasure: 1 pp, 75 gp, 140 sp; Agate (10 gp), Citrine (50 gp), Ivory (40
gp), Jade (110 gp), Milky Quartz (40 gp), Opal (600 gp), Turquoise (12
gp); Masterwork Light Flail (308 gp), Masterwork Shortsword (310 gp);
Potion of Blur (cr, 300 gp), Potion of Protection from Arrows (cr, 300
gp), Scroll of Prayer (cr, 375 gp), Scroll of Protection from Evil (cr, 25
gp); hoard total 2579 gp
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (magically reinforced, +10 to break DC)
West
The door is concealed within the mouth of a gargantuan skull carved
Entry #1
from stone

Leads to room #437, inhabited by 10 x Mummy


Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)
West
Entry #2
Room #89 The door is concealed within the mouth of a gargantuan skull carved
from stone
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
South
Entry #1
Leads to room #98, inhabited by 5 x Intellect Devourer
Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC
South 30, break DC 15; hard 5, 10 hp)
Entry #2
The door is located near the ceiling and concealed by an illusion
South Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break
Entry #3 DC)
Rune of Hypnosis: CR 10; magic; Perception DC 28; Disable Device
DC 28; Trigger proximity (alarm); Reset none; Effect hypnosis
(fascinated for 1d4 rounds, DC 18 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)

Leads to room #107, inhabited by 1 x Fire Giant


Room A narrow shaft falls into the room from above, Someone has scrawled
Features "Wilhye was here" on the south wall
1 x Clay Golem

Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-
Monster
footed 24 (-1 Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4,
Ref +3, Will +4; DR 10/adamantine and bludgeoning; Immune construct
traits, magic; Speed 20 ft.; Melee 2 slams +19 (2d10+7 plus cursed
wound); Space 10 ft.; Reach 10 ft.; SA berserk, haste; Str 24, Dex 9, Con
-, Int -, Wis 11, Cha 1; Base Atk +13, CMB +21, CMD 30
Trapped and Locked Simple Wooden Door (Open Lock DC 30, break
DC 15; hard 5, 10 hp)

West Teleporter Crystal: CR 11; magic; Perception DC 28; Disable Device


Entry #1 DC 24; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 18 Will save negates)

Leads to room #106, inhabited by 2 x Drider


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

Contact Poison: CR 12; mechanical; Perception DC 26; Disable


West
Device DC 24; Trigger touch; Reset none; Effect contact poison (nitharit
Entry #2
Room #90 [contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #394, inhabited by 1 x Young Red Dragon


Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
East
Entry
Leads to room #158, inhabited by 7 x Gelatinous Cube
Room A narrow ledge runs along the north and west walls, A large demonic
Features idol with ruby eyes sits in the south-west corner of the room
15 x Derro

Monster
Derro: CR 3, XP 800; CE Small Humanoid (derro); Init +6; Senses
darkvision 60 ft.; Perception +0; AC 17, touch 13, flat-footed 15 (+2
armor, +2 Dex, +2 natural, +1 size); hp 25 (3d8+12); Fort +5, Ref +3,
Will +6; SR 14; Weak vulnerability to sunlight; Speed 20 ft.; Melee
short sword +5 (1d4) or aklys +5 (1d6); Ranged repeating light crossbow
+5 (1d6/19-20 plus poison) or aklys +5 (1d6); SA sneak attack +1d6,
spell-like abilities CL 3rd; Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha
16; Base Atk +2, CMB +1, CMD 13; SQ madness, poison use

Skills and Feats: Perception +0, Stealth +9; Improved Initiative, Weapon
Finesse

Treasure: 330 pp, 1504 gp; Masterwork Spear (302 gp); Oil of Arcane
Mark (cr, 25 gp), Scroll of Flare (cr, 12 gp 5 gp); hoard total 5143 gp
North Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry 20 hp)
West Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry #1 10 hp)
Trapped and Locked Good Wooden Door (Open Lock DC 25, break
DC 18; hard 5, 15 hp)

West Fire Spray: CR 8; magic; Perception DC 24; Disable Device DC 26;


Entry #2 Trigger proximity (alarm); Reset none; Effect fire spray (7d6 fire
Room #91 damage, DC 14 Reflex save for half damage)

Leads to room #161


Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC
South 25, break DC 15; hard 5, 10 hp)
Entry
The door is concealed behind a pile of skulls
Room Iron chains hang from the ceiling in the south-east corner of the room,
Features A warped door lies in the north-east corner of the room
North
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West
Electrified Lock: CR 12; magic; Perception DC 24; Disable Device
Entry #1
DC 24; Trigger touch; Reset none; Effect electric shock (12d6
Room #92 electricity damage, DC 14 Reflex save for half damage)
West Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry #2 10 hp) (slides to one side, +1 to break DC)
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)
East Entry
Leads to room #420, inhabited by 1 x Fire Giant
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
South
A trap door in the floor leads to a short tunnel beneath the wall
Entry
Leads to room #419
Room Someone has scrawled "It is awake" in orcish runes on the north wall, A
Features chirping noise can be faintly heard near the west wall
Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
East
Entry #1
The door is located near the ceiling and concealed by an illusion
Trapped and Unlocked Iron Door (hard 10, 60 hp)

East Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
Entry #2 DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)
Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)

The door is located above a small stone dais and concealed behind an
area of slime
South
Room #93 Entry Magic Missle Trap: CR 8; magic; Perception DC 26; Disable Device
DC 24; Trigger proximity (alarm); Reset none; Effect magic missile (6d6
force damage); never miss

Leads to room #94, inhabited by 1 x Young Adult Copper Dragon


1 x Clay Golem

Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-
Monster
footed 24 (-1 Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4, Ref
+3, Will +4; DR 10/adamantine and bludgeoning; Immune construct
traits, magic; Speed 20 ft.; Melee 2 slams +19 (2d10+7 plus cursed
wound); Space 10 ft.; Reach 10 ft.; SA berserk, haste; Str 24, Dex 9, Con
-, Int -, Wis 11, Cha 1; Base Atk +13, CMB +21, CMD 30
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5,
North 20 hp)
Entry #1
Room #94 A bookcase and concealed door pivots smoothly
North
Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
Entry #2
The door is located above a small stone dais and concealed behind an
area of slime

Magic Missle Trap: CR 8; magic; Perception DC 26; Disable Device


DC 24; Trigger proximity (alarm); Reset none; Effect magic missile (6d6
force damage); never miss

Leads to room #93, inhabited by 1 x Clay Golem


1 x Young Adult Copper Dragon

Young adult copper dragon: CR 11; Large dragon (earth); HD


17d12+51; hp 161; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 25 (-1 size,
+16 natural), touch 9, flat-footed 25; Base Atk +17; Grp +25; Atk +21
melee (2d6+4, bite); Full Atk +21 melee (2d6+4, bite) and +21 melee
(1d8+2, 2 claws) and +20 melee (1d6+2, 2 wings) and +20 melee
(1d8+6, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath
weapon (40 ft. cone of slow gas or 80 ft. line of acid 10d4, DC 21),
frightful presence (DC 21); SQ Blindsense 60 ft., damage reduction
Monster 5/magic, darkvision 120 ft., immunity to acid, immunity to sleep and
paralysis, keen senses, spell resistance 19, spells (caster level 5th), spider
climb; AL CG; SV Fort +13, Ref +10, Will +13; Str 19, Dex 10, Con 17,
Int 16, Wis 17, Cha 16

Skills and Feats: Bluff +13, Concentration +14, Diplomacy +13, Escape
Artist +10, Hide +6, Intimidate +14, Jump +14, Knowledge (any 2) +23,
Listen +25, Search +23, Sense Motive +14, Spot +25, Use Magic Device
+13; Alertness, Hover, Improved Initiative, Power Attack, Weapon
Focus (bite), Weapon Focus (claw)

Treasure: Crystal egg with silver stand (50 gp); hoard total 50 gp
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
North 15 hp)
Entry
Leads to room #288, inhabited by 2 x Dracolisk
Secret (Search DC 30) Locked Stone Door (Open Lock DC 40, break
DC 28; hard 8, 60 hp)
Room #95 East
Entry A trap door in the floor leads to a short tunnel beneath the wall

Leads to room #455


Room A stone dais and throne sits in the center of the room, A metallic odor
Features fills the north-west corner of the room
10 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2;


Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12
(+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will
+4; DA incorporeal, channel resistance +2; Immune undead traits; Speed
fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA
create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2,
CMB +4, CMD 17
Monster
Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4
in bright light); Dodge, Skill Focus (Perception)

Treasure: 24 pp, 311 gp, 22 sp; Aquamarine (400 gp), Aquamarine (450
gp), Chrysoprase (50 gp), Citrine (40 gp), Jade (70 gp), Jet (90 gp),
Pyrite (12 gp), Rose Quartz (40 gp), Rose Quartz (45 gp), Turquoise (11
gp); Masterwork Sap (301 gp), Masterwork Shortbow (330 gp); Scroll of
Bull's Strength (cr, 150 gp), Scroll of Chill Touch (cr, 25 gp), Wand of
Animate Rope (cr, 750 gp), Wand of Read Magic (cr, 375 gp) (design
provides clue to function); hoard total 3692 gp 2 sp
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides down, +1 to break DC)
West
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Entry
Room #96 Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half
damage); multiple targets (all targets in a 60 ft. cone)
Room Howling fills the room, A charred club lies in the north-west corner of
Features the room
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
North
The door is concealed by an illusion
Entry
Leads to room #211
Room #97 Secret (Search DC 25) Trapped and Stuck Iron Door (break DC 28; hard
10, 60 hp)
West
The door is concealed within an upright sarcophagus
Entry
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #200


Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
South
Guillotine Blade: CR 10; mechanical; Perception DC 26; Disable
Entry #1
Device DC 24; Trigger location; Reset manual; Effect Atk +12 melee
(11d6/19-20)
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp)

South Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


Entry #2 Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #188, inhabited by 7 x Cloaker


Someone has scrawled "In the Year of Mercy, the Empire of Maces shall
Room
rise" on the east wall, Numerous monstrous skulls lie within niches in
Features
the south wall
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
North
Entry
Leads to room #89, inhabited by 1 x Clay Golem
West Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
Entry hp)
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC
25; hard 5, 20 hp)
East
Entry #1
One-way Door: CR 11; mechanical; Perception DC 26; Disable
Device DC 24
Trapped and Unlocked Stone Door (hard 8, 60 hp)
Room #98
East
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry #2
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
5 x Intellect Devourer

Intellect Devourer: CR 8, XP 4800; CE Small Aberration; Init +10;


Monster
Senses blindsight 60 ft., detect magic; Perception +19; AC 22, touch 17,
flat-footed 16 (+6 Dex, +5 natural, +1 size); hp 84 (8d8+48); Fort +7,
Ref +8, Will +8; DR 10/adamantine and magic; Immune fire, mind-
affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23; Weak
vulnerability to protection from evil; Speed 40 ft.; Melee 4 claws +13
(1d4+1); SA body thief, sneak attack +3d6, spell-like abilities CL 8th; Str
12, Dex 23, Con 21, Int 16, Wis 10, Cha 17; Base Atk +6, CMB +6,
CMD 22 (26 vs. trip)

Skills and Feats: Bluff +19, Disguise +11, Knowledge (local) +14,
Perception +19, Sense Motive +8, Stealth +29, Use Magic Device +11;
Improved Initiative, Iron Will, Toughness, Weapon Finesse

Treasure: 404 pp, 2241 gp, 151 sp, 1115 cp; Agate (8 gp), Agate (9 gp),
Obsidian (8 gp), Rose Quartz (35 gp); Masterwork Shortsword (310 gp);
Greater Slaying Arrow (aberrations) (4057 gp) (sheds light), Leather
Armor (+1 armor) (1160 gp), Scroll of Comprehend Languages (cr, 25
gp), Scroll of Detect Magic (cr, 12 gp 5 gp), Scroll of Fly (cr, 375 gp),
Scroll of Illusion of Calm (uc, 25 gp), Wand of Cure Light Wounds (cr,
750 gp), Wand of Dancing Lights (cr, 375 gp), Wand of Speak with
Animals (cr, 750 gp), Wand of Speak with Animals (cr, 750 gp) (design
provides clue to function); hoard total 14956 gp 2 sp 5 cp
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
North
Entry
The door is concealed behind a statue of a dread vampire, and
opened by filling his chalice with blood
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #127
Room A shallow pit lies in the south-east corner of the room, A chirping noise
Features can be faintly heard near the east wall
Room #99 4 x Ghost

Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,


incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17,
touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73
Monster
(7d8+42); Fort +7, Ref +5, Will +7; DA channel resistance +4,
incorporeal, rejuvenation; Immune undead traits; Speed fly 30 ft.
(perfect); Melee corrupting touch +6 (7d6, Fort. DC 18 half); SA
frightful moan (DC 18); Str -, Dex 12, Con -, Int 10, Wis 11, Cha 20;
Base Atk +5, CMB +5, CMD 22
Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)
+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, Improved
Initiative, Iron Will, Lightning Reflexes, Toughness

Treasure: 280 pp, 1663 gp, 200 sp; Agate (7 gp), Bloodstone (40 gp),
Chrysoprase (45 gp), Garnet (90 gp), Green Spinel (45 gp), Lapis Lazuli
(8 gp), Lapis Lazuli (11 gp), Opal (500 gp), Shell (8 gp), Shell (11 gp);
Masterwork Club (300 gp); Scroll of Ventriloquism (cr, 25 gp), Wand of
Stone Fist (apg, 750 gp) (design provides clue to function); hoard total
6323 gp
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
West falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Entry 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Room Leads to room #241, inhabited by 8 x Giant Scorpion


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

South A bookcase and concealed door pivots smoothly


Entry
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Empty
Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC
20, break DC 18; hard 5, 15 hp)
East Entry
The door is concealed behind a pile of broken stone
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13;
hard 5, 10 hp)
Room
#101 South Entry The door is concealed behind a statue of an armored warrior, and
opened by moving his sword

Leads to room #298, inhabited by 3 x Dracolisk


Room A narrow shaft falls into the room from above, Someone has scrawled
Features "Abandon all hope" in orcish runes on the north wall
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Acid Spray: CR 10; magic; Perception DC 24; Disable Device DC


North
24; Trigger proximity (alarm); Reset none; Effect acid spray (11d6 acid
Entry
damage, DC 16 Reflex save for half damage)

Leads to room #27, inhabited by 1 x Young Red Dragon


Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
West
Entry The door is located several feet above the floor and concealed by an
illusion
Someone has scrawled "I'd rather be at the Broken Wand" in dwarvish
Room
runes on the west wall, An iron chain hangs from the ceiling in the south
Features
side of the room
Rune of Fear: CR 11; magic; Perception DC 26; Disable Device DC 28;
Room Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4
Trap
#102 rounds, DC 18 Will save negates); multiple targets (all targets in a 10 ft.
radius burst)
Locked Strong Wooden Chest (Open Lock DC 25, break DC 25; hard 5,
20 hp)

30 pp, 467 gp, 620 sp, 3900 cp; Bronze flagon with warrior images (50
gp), 2 x Copper and glass decanter (25 gp), Decorated gold plate (700
gp), Gold and silver chess set (100 gp), Silver chalice with dragon
Hidden
carvings (150 gp), Silver hand mirror (75 gp), Silver noble family seal
Treasure
(60 gp), Silver statue of a dragon (65 gp); Scroll of Aid (cr, 150 gp),
Scroll of Expeditious Retreat (cr, 25 gp), Scroll of Flare (cr, 12 gp 5 sp),
Scroll of Resist Energy (cr, 150 gp), Scroll of Returning Weapon (uc,
150 gp), Scroll of Silent Image (cr, 25 gp), Wand of Animate Rope (cr,
750 gp) (design provides clue to function), Wand of Charm Person (cr,
750 gp), Wand of Disguise Self (cr, 750 gp), Wand of Doom (cr, 750
gp), Wand of Jump (cr, 750 gp); hoard total 6380 gp 5 sp
Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
North
Entry The door is concealed within a horrific torture device
Room Leads to room #418, inhabited by 5 x Spectre
#103
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
West
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Entry
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
9 x Troll

Troll: CR 5, XP 1600; CE Large Humanoid (giant); Init +2; Senses


darkvision 60 ft., low-light vision, scent; Perception +8; AC 16, touch 11,
flat-footed 14; (+2 Dex, +5 natural, -1 size); hp 63 (6d8+36), regeneration
5 (acid or fire); Fort +11, Ref +4, Will +3; Speed 30 ft.; Melee bite +8
(1d8+5), 2 claws +8 (1d6+5); Space 10 ft.; Reach 10 ft.; SA rend (2
claws, 1d6+7); Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6; Base Atk +4,
CMB +10, CMD 22
Monster
Skills and Feats: Intimidate +9, Perception +8; Intimidating Prowess, Iron
Will, Skill Focus (Perception)

Treasure: 330 pp, 1926 gp, 220 sp, 2200 cp; Amethyst (90 gp), Green
Spinel (60 gp), Lapis Lazuli (9 gp), Lapis Lazuli (11 gp), Rose Quartz
(55 gp), Smoky Quartz (50 gp), Topaz (550 gp); Masterwork Studded
Leather Armor (175 gp); Potion of Blur (cr, 300 gp), Potion of Remove
Fear (cr, 50 gp), Scroll of Detect Chaos (cr, 25 gp), Wand of Touch of
Fatigue (cr, 375 gp); hoard total 7020 gp
Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC
North 40, break DC 15; hard 5, 10 hp)
Entry
Room The door is concealed within an upright sarcophagus
#104 East Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
Entry 20 hp)
Empty
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
North Entry
Leads to room #298, inhabited by 3 x Dracolisk
West Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Room #1
#105 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard
West Entry 5, 15 hp)
#2
Leads to room #349
Empty
Room West
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
#106 Entry
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC
23 Fortitude negates after 24 hours)

Leads to room #418, inhabited by 5 x Spectre


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

East Teleporter Crystal: CR 11; magic; Perception DC 28; Disable Device


Entry DC 24; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 18 Will save negates)

Leads to room #90, inhabited by 15 x Derro


2 x Drider

Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses darkvision


120 ft., detect good, detect law, detect magic; Perception +15; AC 20,
touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, -1 size); hp 76
(9d8+36); Fort +7, Ref +5, Will +9; Immune sleep; SR 18; Speed 30 ft.,
climb 20 ft.; Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus
poison); Ranged mwk composite longbow +8/+3 (1d8+2/x3); Space 10
ft.; Reach 5 ft.; SA web (+7 ranged, DC 18, hp 9), spell-like abilities CL
9th; Spells CL 6th; Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16; Base
Monster
Atk +6, CMB +9, CMD 21 (33 vs. trip); SQ undersized weapons

Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,
Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge, Combat
Casting, Weapon Focus (bite, mace)

Treasure: 75 gp, 52 sp, 60 cp; Aquamarine (450 gp), Bloodstone (45 gp),
Coral (120 gp), Lapis Lazuli (9 gp), Milky Quartz (50 gp), Obsidian (10
gp), Pyrite (9 gp); Masterwork Heavy Wooden Shield (157 gp); Full Plate
(+1 armor) (2650 gp), Shortsword (+1 weapon) (sheds light) (2310 gp);
hoard total 5890 gp 8 sp
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
Room North
#107 Entry #1 The door is concealed within a mosaic of ghoulish carnage

Leads to room #334


Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break
DC)

Rune of Hypnosis: CR 10; magic; Perception DC 28; Disable Device


North
DC 28; Trigger proximity (alarm); Reset none; Effect hypnosis
Entry #2
(fascinated for 1d4 rounds, DC 18 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)

Leads to room #89, inhabited by 1 x Clay Golem


Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides down, +1 to break DC)
North
Entry #3 Contact Poison: CR 11; mechanical; Perception DC 28; Disable
Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire);
Space 10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22,
CMD 31

Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Monster
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 90 pp, 772 gp, 170 sp; Amethyst (100 gp), Ivory (45 gp),
Smoky Quartz (40 gp), Topaz (400 gp); Masterwork Breastplate (350
gp), Masterwork Quarterstaff (600 gp); Oil of Arcane Mark (cr, 25 gp),
Oil of Light (cr, 25 gp), Potion of Pass without Trace (cr, 50 gp), Potion
of Protection from Chaos (cr, 50 gp), Potion of Protection from Good
(cr, 50 gp), Scroll of Blink (cr, 375 gp), Scroll of Healing Thief (uc, 375
gp), Scroll of Magic Weapon (cr, 25 gp), Wand of Alarm (cr, 750 gp)
(inscription provides clue to function), Wand of Remove Fear (cr, 750
gp), Wand of Urban Grace (arg, 750 gp) (inscription provides clue to
function); hoard total 6449 gp
Room Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23;
North Entry
#108 hard 5, 20 hp)
The door is concealed within a horrific torture device
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
South Entry
Leads to room #261
Room Numerous humanoid skulls are scattered throughout the room, A
Features rusted chain lies in the north-west corner of the room
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)
North
Entry Fire Spray: CR 9; magic; Perception DC 26; Disable Device DC 24;
Trigger proximity (alarm); Reset none; Effect fire spray (8d6 fire
damage, DC 12 Reflex save for half damage)
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break
DC 25; hard 5, 20 hp)
East Entry
#1 Electrified Lock: CR 8; magic; Perception DC 22; Disable Device
Room DC 26; Trigger touch; Reset none; Effect electric shock (8d6 electricity
#109 damage, DC 14 Reflex save for half damage)
East Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
#2 10 hp)
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South
Entry
The door is located above a small stone dais and concealed behind a
tapestry of ghoulish carnage
Room A mural of arcane patterns covers the ceiling, Someone has scrawled an
Features incomplete drawing of a dragon on the west wall
Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
West
Entry
A bookcase and concealed door pivots smoothly
Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC
25, break DC 25; hard 5, 20 hp)
East
Entry
Room The door is located several feet above the floor and concealed by an
#110 illusion
Room Someone has scrawled "They ate Indis" on the east wall, A pair of dice
Features lies in the east side of the room
Altar of Evil: CR 11; magic; Perception DC 24; Disable Device DC 28;
Trigger proximity (detect good); Reset automatic; Effect inflict wound
Trap
(11d6 damage, DC 18 Will save for half damage); multiple targets (good
targets in a 20 ft. radius burst)
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break
DC 28; hard 10, 60 hp)

27 pp, 464 gp, 668 sp, 4600 cp; Agate (7 gp), Alabaster (7 gp),
Alabaster (10 gp), Aquamarine (450 gp), Azurite (11 gp), Black Pearl
(650 gp), Chrysoberyl (90 gp), Ivory (45 gp), Jade (110 gp), Lapis
Lazuli (12 gp), Milky Quartz (50 gp), Milky Quartz (60 gp), Moonstone
(45 gp), Rhodochrosite (9 gp), Sard (40 gp), Smoky Quartz (60 gp);
Hidden Bronze flagon with warrior images (50 gp), 2 x Bronze statuette of a
Treasure warrior (15 gp), Copper scepter with gold inlay (50 gp), Electrum censer
with silver filigree (70 gp), Engraved gold scarab (75 gp), Gold
candelabra with holy symbol (200 gp), Gold cauldron with alchemical
symbols (750 gp), Gold censer with silver filigree (90 gp), Gold holy
symbol (100 gp), Ivory drinking horn with copper ends (60 gp), Marble
idol (300 gp), Set of six ivory dice (30 gp), Silver hand mirror (75 gp),
Silver holy symbol (25 gp), Silver mask (75 gp), Silver statue of a
dragon (65 gp); Masterwork darkwood lute (300 gp), Masterwork lyre
(100 gp); Scroll of Mage Hand (cr, 12 gp 5 gp), Wand of Mount (cr, 750
gp); hoard total 5709 gp 8 sp
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC
15; hard 5, 10 hp)

West Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Entry Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
#1 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Room 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
#111 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
West
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry
(magically reinforced, +10 to break DC)
#2
Empty
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


North
Device DC 20; Trigger location; Reset repair; Effect poison gas
Entry #1
(insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);
Room never miss; onset delay (1 round); multiple targets (all targets in a 10 ft.
#112 square area)
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
North 20 hp)
Entry #2
Leads to room #58
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
West 15 hp)
Entry
Leads to room #29
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset repair; Effect poison gas
East
(insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);
Entry
never miss; onset delay (1 round); multiple targets (all targets in a 10 ft.
square area)

Leads to room #435, inhabited by 1 x Young Silver Dragon


Falling Block: CR 10; mechanical; Perception DC 26; Disable Device
Trap DC 26; Trigger location; Reset none; Effect Atk +12 melee (11d6);
multiple targets (all targets in a 10 ft. square area)
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC
20, break DC 15; hard 5, 10 hp)

80 pp, 831 gp, 160 sp; Aquamarine (450 gp), Black Pearl (400 gp),
Chrysoberyl (90 gp), Citrine (50 gp), Green Spinel (40 gp), 2 x Rose
Hidden Quartz (50 gp), Saltwater Pearl (90 gp); Copper scepter with gold inlay
Treasure (50 gp), Mithral scepter with gold inlay (600 gp), Set of six ivory dice
(30 gp), Silver baby rattle (50 gp), Silver chalice with dragon carvings
(150 gp), Silver holy symbol (25 gp), Silver mask (75 gp); Potion of
Jump (cr, 50 gp), Scroll of Mage Hand (cr, 12 gp 5 gp), Scroll of
Spiritual Weapon (cr, 150 gp), Scroll of Touch of Idiocy (cr, 150 gp),
Wand of Cause Fear (cr, 750 gp), Wand of Daze (cr, 375 gp); hoard
total 5334 gp
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
North 15 hp)
Entry #1
Leads to room #420, inhabited by 1 x Fire Giant
Trapped and Locked Strong Wooden Door (Open Lock DC 25, break
DC 25; hard 5, 20 hp)
Room
#113 North Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry #2 Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #195, inhabited by 9 x Shadow


West Secret (Search DC 20) Trapped and Unlocked Strong Wooden Door
Entry (hard 5, 20 hp) (slides to one side, +1 to break DC)
A bookcase and concealed door pivots smoothly

Electrified Lock: CR 11; magic; Perception DC 28; Disable Device


DC 24; Trigger touch; Reset none; Effect electric shock (11d6
electricity damage, DC 16 Reflex save for half damage)
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)
East Entry
Leads to room #380, inhabited by 1 x Fire Giant
South Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry #1 20 hp)
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
South
Ice Dart Trap: CR 12; magic; Perception DC 24; Disable Device DC
Entry #2
28; Trigger proximity (alarm); Reset none; Effect Atk +14 ranged (10d6
cold)
Room Someone has scrawled a fell glyph on the south wall, A thumping sound
Features can be faintly heard near the north wall
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)

North Magic Missle Trap: CR 10; magic; Perception DC 24; Disable


Entry Device DC 28; Trigger visual (arcane eye); Reset none; Effect magic
missile (9d6 force damage); never miss

Leads to room #305


Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
15 hp)
East Entry
Room
#114 Leads to room #397
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry #1
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
(slides to one side, +1 to break DC)
South
Entry #2
A bookcase and concealed door pivots smoothly
Arrow Trap: CR 12; mechanical; Perception DC 24; Disable Device
DC 28; Trigger location; Reset manual; Effect Atk +12 ranged
(10d6/x3)

Leads to room #181


Room A ladder ascends to a catwalk hanging between the north and south
Features walls, A set of demonic war masks hangs on the north wall
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
North
Entry
Leads to room #72, inhabited by 1 x Young Silver Dragon
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Rune of Confusion: CR 10; magic; Perception DC 24; Disable


East Device DC 24; Trigger proximity (alarm); Reset none; Effect confusion
Entry #1 (confused for 1d4 rounds, DC 16 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)

Leads to room #335


Trapped and Unlocked Iron Door (hard 10, 60 hp)
Room
#115 Guillotine Blade: CR 9; mechanical; Perception DC 26; Disable
East
Device DC 22; Trigger location; Reset manual; Effect Atk +11 melee
Entry #2
(7d6/19-20)

Leads to room #203


Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
South 10 hp)
Entry
Leads to room #212, inhabited by 6 x Cloaker
A magical pool in the north-east corner of the room grants beauty to
Room
whomever offers a prayer to a god of shadows (but only once), Part of
Features
the north wall has collapsed into the room
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
North 10 hp)
Entry
Leads to room #270
Room Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
#116 8, 60 hp)
West
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Entry
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC
East 40, break DC 25; hard 5, 20 hp)
Entry #1
The door is concealed behind an area of mould
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
East
Entry #2 The door is concealed behind a pile of broken stone

Leads to room #139, inhabited by 14 x Dark Creeper


South
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry
Room A tile labyrinth covers the floor, A circle of tall stones stands in the
Features south-east corner of the room
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
North 15 hp)
Entry
Leads to room #186, inhabited by 10 x Derro
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Symbol of Panic: CR 10; magic; Perception DC 26; Disable Device


Entry DC 28; Trigger proximity (alarm); Reset none; Effect fear (panicked for
Room 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a
#117 10 ft. radius burst)
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South
Earthmaw Trap: CR 11; magic; Perception DC 26; Disable Device
Entry
DC 26; Trigger location; Reset none; Effect earthmaw (10d6 damage,
DC 16 Reflex save for half damage)
Room A briny odor fills the north-west corner of the room, Several pieces of
Features blood-soaked clothing are scattered throughout the room
North
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Entry
Room A stone ramp ascends towards the south wall, The floor is covered in
Features perfect hexagonal tiles
Room 2 x Flesh Golem
#118

Monster Flesh Golem: CR 7, XP 3200; N Large Construct; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-
footed 20; (-1 Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref
+2, Will +3; DR 5/adamantine; Immune construct traits, magic; Speed
30 ft.; Melee 2 slams +13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA
berserk; Str 20, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +9, CMB
+15, CMD 24
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard
10, 60 hp)
West
Entry
Arrow Trap: CR 12; mechanical; Perception DC 24; Disable Device
DC 28; Trigger location; Reset manual; Effect Atk +14 ranged (10d6/x3)
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to
one side, +1 to break DC)
East
Symbol of Panic: CR 12; magic; Perception DC 26; Disable Device
Entry
DC 24; Trigger proximity (alarm); Reset none; Effect fear (panicked for
1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a 10
ft. radius burst)
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Contact Poison: CR 10; mechanical; Perception DC 24; Disable


South
Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
Entry
Room [contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
#119
Leads to room #264
12 x Violet Fungus

Violet Fungus: CR 3, XP 800; N Medium Plant; Init -1; Senses low-light


vision; Perception +0; AC 15, touch 9, flat-footed 15 (-1 Dex, +6
natural); hp 30 (4d8+12); Fort +7, Ref +0, Will +1; Immune plant traits;
Speed 10 ft.; Melee 4 tentacles +4 (1d4+1 plus rot); Space 5 ft.; Reach 10
Monster ft.; Str 12, Dex 8, Con 16, Int -, Wis 11, Cha 9; Base Atk +3, CMB +4,
CMD 13

Treasure: 24 pp, 233 gp, 20 sp; Agate (9 gp), Carnelian (60 gp), Garnet
(90 gp), Ivory (35 gp), Jasper (40 gp), Lapis Lazuli (13 gp), Topaz (500
gp); Masterwork Battleaxe (310 gp), Masterwork Breastplate (350 gp),
Masterwork Light Crossbow (335 gp), Masterwork Sai (301 gp); hoard
total 2518 gp
North Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard
Entry 5, 10 hp)
Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
Room
#120
West Entry A bookcase and concealed door pivots smoothly

Leads to room #56


Someone has scrawled "Death comes on silent wings" in orcish runes
Room
on the north wall, The north and east walls are covered with scorch
Features
marks
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Fire Spray: CR 10; magic; Perception DC 24; Disable Device DC 24;


North
Trigger proximity (alarm); Reset none; Effect fire spray (11d6 fire
Entry
damage, DC 14 Reflex save for half damage)

Leads to room #249


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

Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


West Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
Entry effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #39, inhabited by 3 x Cloaker


South Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry #1 10 hp)
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides down, +1 to break DC)
Room South
#121 Entry #2 Fire Spray: CR 11; magic; Perception DC 28; Disable Device DC 26;
Trigger proximity (alarm); Reset none; Effect fire spray (11d6 fire
damage, DC 16 Reflex save for half damage)
Room A sloped pit lined with iron spikes lies in the east side of the room, A
Features wooden ladder rests against the west wall
2 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +14; AC 21, touch 9, flat-
footed 21 (-1 Dex, +12 natural); hp 73 (7d10+35); Fort +12, Ref +4,
Will +5; Immune acid, sleep, paralysis; Speed 20 ft., fly 40 ft. (average);
Monster Melee bite +14 (1d8+7), 2 claws +14 (1d4+7); SA breath weapon (60-
foot line of acid, 7d6 acid damage, Reflex DC 18 half), gaze (DC 18, see
Basilisk); Str 24, Dex 8, Con 21, Int 4, Wis 13, Cha 13; Base Atk +7,
CMB +14, CMD 23 (31 vs. trip)

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)
Treasure: 90 gp, 180 sp, 1100 cp; Aquamarine (600 gp), Chrysoprase (65
gp), Coral (100 gp), Smoky Quartz (45 gp), Zircon (40 gp); Masterwork
Light Mace (305 gp); Potion of Guidance (cr, 25 gp), Scroll of Inflict
Light Wounds (cr, 25 gp); hoard total 1324 gp
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
North 15 hp)
Entry
Leads to room #85, inhabited by 11 x Basilisk
Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break
DC 28; hard 8, 60 hp)
West
Entry The door is opened by standing on a small floor tile

Leads to room #84


Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
East 5, 20 hp)
Entry #1
The door is concealed within a horrific torture device
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
8, 60 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Room East
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
#122 Entry #2
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Room Spirals of black stones cover the floor, Someone has scrawled "straight,
Features door, left, straight, straight" on the east wall
Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp)

142 pp, 1058 gp, 594 sp, 3100 cp; Black Pearl (550 gp), Carnelian (50
gp), Coral (90 gp), Malachite (9 gp), Sardonyx (55 gp), Shell (7 gp);
Hidden Carved ivory scroll case (60 gp), Decorated gold plate (700 gp), 2 x
Treasure Decorated silver plate (60 gp), 2 x Gold statue of a dragon (110 gp),
Porcelain mask (40 gp), Silver candelabra with holy symbol (75 gp);
Potion of Guidance (cr, 25 gp), Scroll of Cause Fear (cr, 25 gp), Scroll
of Eagle's Splendor (cr, 150 gp), Scroll of Flaming Sphere (cr, 150 gp),
Scroll of Magic Weapon (cr, 25 gp), Wand of Cause Fear (cr, 750 gp),
Wand of Stabilize (cr, 375 gp); hoard total 6044 gp 4 sp
Room West Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC
#123 Entry #1 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
Guillotine Blade: CR 11; mechanical; Perception DC 24; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +14 melee
(11d6/19-20)

Leads to room #67


Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5,
15 hp)
West
The door is concealed behind a statue of an elemental salamander,
Entry #2
and opened by setting it aflame

Leads to room #75, inhabited by 5 x Violet Fungus


14 x Violet Fungus

Violet Fungus: CR 3, XP 800; N Medium Plant; Init -1; Senses low-light


vision; Perception +0; AC 15, touch 9, flat-footed 15 (-1 Dex, +6
natural); hp 30 (4d8+12); Fort +7, Ref +0, Will +1; Immune plant traits;
Speed 10 ft.; Melee 4 tentacles +4 (1d4+1 plus rot); Space 5 ft.; Reach 10
ft.; Str 12, Dex 8, Con 16, Int -, Wis 11, Cha 9; Base Atk +3, CMB +4,
Monster CMD 13

Treasure: 165 gp, 213 sp, 160 cp; Amethyst (70 gp), Azurite (7 gp),
Black Pearl (500 gp), Bloodstone (65 gp), Chrysoprase (50 gp), Garnet
(100 gp), Red Spinel (60 gp), Smoky Quartz (50 gp), Topaz (600 gp),
Turquoise (10 gp), Turquoise (12 gp); Masterwork Light Mace (305 gp);
Scroll of Owl's Wisdom (cr, 150 gp), Scroll of Silent Image (cr, 25 gp),
Wand of True Strike (cr, 750 gp) (inscription provides clue to function);
hoard total 2941 gp 9 sp
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up,
+2 to break DC)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


North
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Room for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
#124 for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)
South
Entry
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #447, inhabited by 5 x Cloaker


Room A chute falls into the room from above, The floor is covered in perfect
Features hexagonal tiles
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
North
Entry
The door is located above a small stone dais and concealed behind a
tapestry of geometric patterns
West Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Entry 15 hp)
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Arrow Trap: CR 12; mechanical; Perception DC 24; Disable Device


Entry #1 DC 26; Trigger location; Reset manual; Effect Atk +12 ranged (10d6/x3)

Leads to room #301, inhabited by 10 x Shadow


Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28;
hard 8, 60 hp)

The door is opened by standing on a small floor tile


South
Room Entry #2
#125 Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
12 x Gelatinous Cube

Gelatinous Cube: CR 3, XP 800; N Large Ooze; Init -5; Senses


blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 50 (4d8+32); Fort +9, Ref -4, Will -4; Immune electricity, ooze
traits; Speed 15 ft.; Melee slam +2 (1d6 plus 1d6 acid); Space 10 ft.;
Monster Reach 5 ft.; SA engulf, paralysis; Str 10, Dex 1, Con 26, Int -, Wis 1,
Cha 1; Base Atk +3, CMB +4, CMD 9 (can't be tripped); SQ transparent

Treasure: 35 pp, 407 gp, 224 sp, 1290 cp; Bloodstone (45 gp), Deep Blue
Spinel (90 gp), Freshwater Pearl (12 gp), Hematite (12 gp), Sard (45 gp),
Smoky Quartz (45 gp), Topaz (550 gp); Oil of Purify Food and Drink
(cr, 25 gp), Oil of Slipstream (apg, 300 gp), Scroll of Bull's Strength (cr,
150 gp), Scroll of Corrosive Touch (um, 25 gp), Scroll of Returning
Weapon (uc, 150 gp), Wand of Sanctuary (cr, 750 gp); hoard total 2991
gp 3 sp
Secret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp)
West
The door is located near the ceiling and only three feet high
Entry
Leads to room #169
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp)
East
Arrow Trap: CR 12; mechanical; Perception DC 26; Disable Device
Entry
DC 24; Trigger location; Reset manual; Effect Atk +16 ranged (11d6/x3)
Room
#126 Leads to room #326, inhabited by 1 x Young Silver Dragon
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Rune of Hypnosis: CR 10; magic; Perception DC 26; Disable Device


South DC 26; Trigger proximity (alarm); Reset none; Effect hypnosis (fascinated
Entry for 1d4 rounds, DC 16 Will save negates); multiple targets (all targets in a
10 ft. radius burst)

Leads to room #248


Empty
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
North
Entry
Leads to room #282
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
West
10 hp)
Entry
#1
Leads to room #99, inhabited by 4 x Ghost
Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break
DC 13; hard 5, 10 hp)
Room
#127 The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
West
Entry Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
#2 Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep
pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets
in a 10 ft. square area)

Leads to room #216, inhabited by 8 x Gibbering Mouther


Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South
Entry
Leads to room #259, inhabited by 11 x Wight
Empty
South
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry
5 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light


vision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1
Room Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune
#128 cold, plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10
Monster
(1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con
16, Int -, Wis 11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs. trip)

Treasure: 25 pp, 311 gp; Scroll of Flaming Sphere (cr, 150 gp), Scroll of
Major Image (cr, 375 gp), Wand of Detect Snares and Pits (cr, 750 gp),
Wand of Hold Portal (cr, 750 gp) (design provides clue to function);
hoard total 2586 gp
Trapped and Unlocked Stone Door (hard 8, 60 hp)
North
Magic Missle Trap: CR 11; magic; Perception DC 28; Disable
Entry
Device DC 26; Trigger proximity (alarm); Reset none; Effect magic
missile (8d6 force damage); never miss
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
South (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Entry for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
Room for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
#129 targets (all targets in a 10 ft. square area)

Leads to room #60, inhabited by 3 x Giant Scorpion


Room A tile mosaic of ancient mythology covers the floor, Someone has
Features scrawled "Thari died here" on the east wall
5 x Basidirond

Monster
Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light
vision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1
Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune
cold, plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10
(1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con
16, Int -, Wis 11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs. trip)

Treasure: 45 pp, 426 gp, 320 sp, 1000 cp; Agate (10 gp), Obsidian (10
gp), Obsidian (12 gp), Peridot (50 gp), Rhodochrosite (10 gp), Sardonyx
(45 gp); Masterwork Battleaxe (310 gp), Masterwork Light Crossbow
(335 gp); Potion of Guidance (cr, 25 gp); hoard total 1725 gp
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5,
15 hp)
North
Entry
The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #416, inhabited by 10 x Basidirond
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
Entry DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)
Room Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
#130 (slides up, +2 to break DC)
South
The door is concealed within the mouth of a demonic face carved
Entry
from stone

Leads to room #50, inhabited by 6 x Gibbering Mouther


6 x Doppelganger

Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid


(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,
Monster touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);
Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2
claws +8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con
12, Int 13, Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change
shape (alter self), mimicry, perfect copy
Skills and Feats: Bluff +9 (+13 while using change shape ability),
Diplomacy +4, Disguise +9 (+29 while using change shape ability),
Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 81 gp; 2 x Bronze statuette of a warrior (15 gp), Decorated


silver plate (60 gp), Gold and silver chess set (100 gp), Gold puzzle box
(500 gp), Gold statue of a dragon (110 gp), Silver holy symbol (25 gp);
Scroll of Darkvision (cr, 150 gp), Scroll of Flaming Sphere (cr, 150 gp),
Scroll of Mirror Image (cr, 150 gp), Wand of Mage Hand (cr, 375 gp),
Wand of Ray of Frost (cr, 375 gp) (design provides clue to function),
Wand of Stabilize (cr, 375 gp); hoard total 2481 gp
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
East Entry
A bookcase and concealed door pivots smoothly

Leads to room #407, inhabited by 10 x Gibbering Mouther


Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard
Room South 5, 20 hp)
#131 Entry #1
Leads to room #454, inhabited by 9 x Morlock
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard
South 5, 20 hp)
Entry #2
Leads to room #448
Empty
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Ice Dart Trap: CR 9; magic; Perception DC 22; Disable Device DC


North
22; Trigger proximity (alarm); Reset none; Effect Atk +15 ranged (7d6
Entry
cold)

Leads to room #51, inhabited by 7 x Troll


Room Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
South
#132 Entry #1
A bookcase and concealed door pivots smoothly
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

South Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


Entry #2 Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
Room Someone has scrawled "The Foxes of Bowold killed a red dragon here"
Features on the east wall, The floor is covered with stone rubble
5 x Flesh Golem

Flesh Golem: CR 7, XP 3200; N Large Construct; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-
Monster
footed 20; (-1 Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref
+2, Will +3; DR 5/adamantine; Immune construct traits, magic; Speed
30 ft.; Melee 2 slams +13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA
berserk; Str 20, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +9, CMB
+15, CMD 24
East
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
South
Entry #1
Leads to room #382
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
South
Entry #2
Leads to room #286, inhabited by 5 x Hill Giant
5 x Drider

Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses darkvision


120 ft., detect good, detect law, detect magic; Perception +15; AC 20,
Room touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, -1 size); hp 76
#133 (9d8+36); Fort +7, Ref +5, Will +9; Immune sleep; SR 18; Speed 30 ft.,
climb 20 ft.; Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1
plus poison); Ranged mwk composite longbow +8/+3 (1d8+2/x3); Space
10 ft.; Reach 5 ft.; SA web (+7 ranged, DC 18, hp 9), spell-like abilities
Monster CL 9th; Spells CL 6th; Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16;
Base Atk +6, CMB +9, CMD 21 (33 vs. trip); SQ undersized weapons

Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,
Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge,
Combat Casting, Weapon Focus (bite, mace)

Treasure: 320 pp, 1399 gp, 150 sp, 700 cp; Chrysoberyl (70 gp),
Moonstone (65 gp), Onyx (45 gp), Opal (500 gp); Shortsword (+1
weapon) (sheds light) (2310 gp), Sickle (+1 weapon) (sheds light) (2306
gp), Splint Mail (+2 armor) (4350 gp); hoard total 14267 gp
Room West Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard
#134 Entry #1 8, 60 hp)
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
West 20 hp)
Entry #2
Leads to room #398, inhabited by 1 x Fire Giant
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
East 15 hp)
Entry
Leads to room #252
Room The room has a high domed ceiling, Someone has scrawled a strange
Features symbol on the north wall
Falling Block: CR 8; mechanical; Perception DC 26; Disable Device DC
Trap 24; Trigger location; Reset none; Effect Atk +15 melee (7d6); multiple
targets (all targets in a 10 ft. square area)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South
Falling Block: CR 10; mechanical; Perception DC 24; Disable
Entry #1
Device DC 24; Trigger location; Reset none; Effect Atk +12 melee
(12d6); multiple targets (all targets in a 10 ft. square area)
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break
Room DC 25; hard 5, 20 hp)
#135 South
Entry #2 Teleporter Crystal: CR 9; magic; Perception DC 26; Disable Device
DC 22; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 12 Will save negates)
Room Spirals of blue stones cover the floor, A simple fireplace sits against the
Features east wall
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
West
Entry One-way Door: CR 10; mechanical; Perception DC 28; Disable
Device DC 26
Room East
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
#136 Entry
South Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry 20 hp)
Room Several square holes are cut into the ceiling and floor, A faded and torn
Features tapestry hangs from the south wall
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Trap
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Falling Block: CR 9; mechanical; Perception DC 24; Disable Device


North
DC 22; Trigger location; Reset none; Effect Atk +13 melee (7d6); multiple
Entry
targets (all targets in a 10 ft. square area)

Leads to room #374, inhabited by 1 x Fire Giant


Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides to one side, +1 to break DC)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


West
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
Entry
Room falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
#137 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp) (slides to one side, +1 to break DC)

Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device


East
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect (energy
Entry
drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23
Fortitude negates after 24 hours)

Leads to room #296


Empty
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
South
Entry
The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths
Room
#138 4 x Spectre

Monster
Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7;
Senses darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.); AC
15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16); Fort
+4, Ref +5, Will +9; DA incorporeal, channel resistance +2; Weak
resurrection vulnerability, sunlight powerlessness; Speed fly 80 ft.
(perfect); Melee incorporeal touch +10 (1d8 plus energy drain); SA create
spawn, energy drain (2 levels, DC 16); Str -, Dex 16, Con -, Int 14, Wis
16, Cha 15; Base Atk +6, CMB +6, CMD 21

Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11;
Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus
(touch)

Treasure: 20 gp; Aquamarine (500 gp), Chrysoprase (55 gp), Onyx (40
gp), Saltwater Pearl (110 gp); Masterwork Heavy Wooden Shield (157
gp); Light Mace (+2 weapon) (8305 gp); hoard total 9187 gp
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
West
Entry The door is concealed behind a pile of broken stone

Leads to room #116


East Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
Entry 20 hp)
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
South 15 hp)
Entry
Leads to room #379
Room A tapestry of ghoulish carnage hangs from the east wall, Someone has
Features scrawled an incomplete drawing of a dragon on the south wall
Room
14 x Dark Creeper
#139

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3;


Senses see in darkness; Perception +4; AC 16, touch 14, flat-footed 13
(+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1;
Weak light blindness; Speed 30 ft.; Melee dagger +6 (1d3/19-20 plus
poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd;
Monster
Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8; Base Atk +2, CMB +1,
CMD 14; SQ poison use, rag armor

Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth
+12; Skill Focus (Sleight of Hand), Weapon Finesse

Treasure: 30 pp, 414 gp, 410 sp, 1800 cp; Azurite (8 gp), Black Pearl
(400 gp), Jade (80 gp), Milky Quartz (65 gp), Peridot (55 gp), Red
Spinel (50 gp), Turquoise (10 gp), 2 x Turquoise (11 gp), Zircon (35 gp);
Masterwork Breastplate (350 gp), Masterwork Club (300 gp),
Masterwork Trident (315 gp); Oil of Light (cr, 25 gp), Oil of Mage
Armor (cr, 50 gp), Potion of Guidance (cr, 25 gp), Potion of Resist Fire
(3rd) (cr, 300 gp), Scroll of Animate Rope (cr, 25 gp), Scroll of Detect
Magic (cr, 12 gp 5 gp), Scroll of Spider Climb (cr, 150 gp), Wand of
Detect Chaos (cr, 750 gp) (inscription provides clue to function), Wand
of Purify Food and Drink (cr, 375 gp) (inscription provides clue to
function); hoard total 4175 gp
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
North 10 hp) (magically reinforced, +10 to break DC)
Entry
Leads to room #290, inhabited by 4 x Greater Shadow
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


West Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
Entry effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half
damage); multiple targets (all targets in a 60 ft. cone)

Leads to room #443, inhabited by 1 x Young Silver Dragon


Secret (Search DC 25) Trapped and Stuck Stone Door (break DC 28;
hard 8, 60 hp)
Room
#140 East A section of wall makes a loud grinding noise as it pivots open
Entry
Arrow Trap: CR 12; mechanical; Perception DC 24; Disable Device
DC 26; Trigger location; Reset manual; Effect Atk +14 ranged
(10d6/x3)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ice Dart Trap: CR 12; magic; Perception DC 24; Disable Device DC


South
28; Trigger visual (arcane eye); Reset none; Effect Atk +12 ranged
Entry
(12d6 cold)

Leads to room #151, inhabited by 7 x Basilisk


Room A well lies in the north side of the room, The floor is covered in perfect
Features hexagonal tiles
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room North
#141 Entry Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #369


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

The door is located near the ceiling and concealed behind a tapestry
of arcane patterns
West
Entry
Falling Block: CR 11; mechanical; Perception DC 26; Disable Device
DC 28; Trigger location; Reset none; Effect Atk +16 melee (11d6);
multiple targets (all targets in a 10 ft. square area)

Leads to room #368, inhabited by 8 x Drider


Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East (slides up, +2 to break DC)
Entry
Leads to room #262, inhabited by 10 x Troll
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South
Entry
Leads to room #392
5 x Wight

Wight: CR 3, XP 800; LE Medium Undead; Init +1; Senses darkvision 60


ft.; Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural);
hp 26 (4d8+8); Fort +3, Ref +2, Will +5; DA undead traits; Weak
resurrection vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1 plus
energy drain); SA create spawn, energy drain (1 level, DC 14); Str 12,
Monster Dex 12, Con -, Int 11, Wis 13, Cha 15; Base Atk +3, CMB +4, CMD 15;
SQ create spawn

Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception +11,
Stealth +16; Blind-Fight, Skill Focus (Perception)

Treasure: 57 pp, 590 gp; Bloodstone (40 gp), Ivory (45 gp), Jade (110
gp), Moonstone (45 gp), Opal (550 gp), Sard (35 gp), Topaz (500 gp),
Tourmaline (70 gp); hoard total 2555 gp
Room North Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
#142 Entry 10, 60 hp) (slides down, +1 to break DC)
Electrified Lock: CR 8; magic; Perception DC 22; Disable Device DC
24; Trigger touch; Reset none; Effect electric shock (9d6 electricity
damage, DC 12 Reflex save for half damage)
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard
8, 60 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device


West
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
Entry
of cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)

Leads to room #249


Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
South hp)
Entry
Leads to room #339
1 x Clay Golem

Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-
Monster
footed 24 (-1 Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4, Ref
+3, Will +4; DR 10/adamantine and bludgeoning; Immune construct
traits, magic; Speed 20 ft.; Melee 2 slams +19 (2d10+7 plus cursed
wound); Space 10 ft.; Reach 10 ft.; SA berserk, haste; Str 24, Dex 9, Con
-, Int -, Wis 11, Cha 1; Base Atk +13, CMB +21, CMD 30
Trapped and Unlocked Stone Door (hard 8, 60 hp)

West One-way Door: CR 10; mechanical; Perception DC 24; Disable


Entry Device DC 24

Leads to room #429


Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Room
East 10 hp)
#143
Entry #1
Leads to room #352
Secret (Search DC 30) Trapped and Locked Good Wooden Door (Open
Lock DC 30, break DC 18; hard 5, 15 hp)
East
Entry #2
A bookcase and concealed door pivots smoothly
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #387


South
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Entry
4 x Aboleth

Aboleth: CR 7, XP 3200; LE Huge Aberration (aquatic); Init +5; Senses


darkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20,
touch 9, flat-footed 19; (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48);
Fort +8, Ref +5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles
+10 (1d6+5 plus slime); Space 15 ft.; Reach 15 ft.; SA spell-like abilities
CL 16th; Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17; Base Atk +6,
CMB +13, CMD 24 (can't be tripped)
Monster
Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,
Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron
Will, Lightning Reflexes, Weapon Focus (tentacle)

Treasure: 254 pp, 1416 gp, 285 sp, 1420 cp; Amber (80 gp), Black Pearl
(600 gp), Carnelian (50 gp), Ivory (40 gp), Malachite (13 gp),
Rhodochrosite (9 gp), Rhodochrosite (13 gp), Zircon (40 gp);
Masterwork Heavy Crossbow (350 gp), Masterwork Studded Leather
Armor (175 gp); Potion of Hide from Undead (cr, 50 gp), Scroll of Find
the Path (cr, 1650 gp), Wand of Helping Hand (cr, 11250 gp); hoard total
18318 gp 7 sp
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard
North 5, 10 hp)
Entry
Leads to room #314
Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC
South 25, break DC 15; hard 5, 10 hp)
Room Entry #1
#144 The door is concealed within a horrific torture device
Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
South (magically reinforced, +10 to break DC)
Entry #2
The door is concealed behind a pile of skulls
Empty
East Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry #1 15 hp)
East Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry #2 10 hp)
Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1
to break DC)

South Teleporter Crystal: CR 9; magic; Perception DC 24; Disable Device


Entry DC 24; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 14 Will save negates)

Leads to room #408, inhabited by 7 x Basilisk


Room A ladder ascends to a wooden platform in the west side of the room, A
Features putrid odor fills the room
1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
Room (+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
#145 +4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire);
Space 10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22,
CMD 31

Monster Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 242 gp, 10 sp; Agate (11 gp), Aquamarine (500 gp), Black
Pearl (550 gp), Black Pearl (600 gp), Carnelian (45 gp), Chrysoberyl
(100 gp), Coral (100 gp), Hematite (8 gp), Jade (90 gp), Jasper (55 gp),
Onyx (45 gp), 2 x Onyx (65 gp), Peridot (60 gp), Rose Quartz (55 gp);
Oil of Magic Stone (cr, 50 gp), Scroll of Command (cr, 25 gp), Scroll of
Flame Blade (cr, 150 gp), Scroll of Owl's Wisdom (cr, 150 gp), Wand of
Erase (cr, 750 gp), Wand of Mage Hand (cr, 375 gp), Wand of Mending
(cr, 375 gp) (design provides clue to function), Wand of Shield (cr, 750
gp); hoard total 5217 gp
Room West
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
#146 Entry
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #417, inhabited by 5 x Flesh Golem


Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
East 15 hp)
Entry
Leads to room #393, inhabited by 4 x Ghost
Room A thumping sound fills the room, A pile of rotten leather lies in the east
Features side of the room
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

West Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


Entry Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half
damage); multiple targets (all targets in a 60 ft. cone)
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
East 15 hp)
Entry
Room Leads to room #438
#147
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


South
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Entry
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #13, inhabited by 10 x Wight


Room A tapestry of ghoulish carnage hangs from the north wall, A pile of
Features rotten leather lies in the east side of the room
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


East Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Room Entry none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
#148 electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #176, inhabited by 14 x Shadow


South Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC
Entry 20, break DC 25; hard 5, 20 hp)
The door is concealed behind an area of mould
Room A magical mirror on the north wall answers questions with insults, A
Features toppled statue lies in the south side of the room
Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28;
hard 8, 60 hp)

A trap door in the floor leads to a short tunnel beneath the wall
North
Entry
Contact Poison: CR 8; mechanical; Perception DC 26; Disable
Device DC 22; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min.,
1d2 Dex, 1 save])
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
18; hard 5, 15 hp)
East
Entry #1 Fire Spray: CR 12; magic; Perception DC 24; Disable Device DC
26; Trigger visual (true seeing); Reset none; Effect fire spray (10d6 fire
damage, DC 18 Reflex save for half damage)
Room Secret (Search DC 20) Locked Stone Door (Open Lock DC 30, break
#149 DC 28; hard 8, 60 hp)
East
Entry #2
The door is located several feet above the floor and only three feet
high
Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC
18; hard 5, 15 hp)
South
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Entry
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
Someone has scrawled "Upon the solstice in the Year of Miracles, when
Room the moon is crowned and song becomes silence, the Ring of Thunder
Features shall be restored" in orcish runes on the east wall, A corpse lies in front
of an open chest in the south-east corner of the room
Trapped and Locked Good Wooden Door (Open Lock DC 20, break
DC 18; hard 5, 15 hp)
East Entry
Room Ice Dart Trap: CR 11; magic; Perception DC 28; Disable Device
#150 DC 24; Trigger visual (arcane eye); Reset none; Effect Atk +16 ranged
(12d6 cold)
South
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Entry
Leads to room #255
Room A narrow shaft descends from the room into the next dungeon level
Features down, A sundered shield lies in the west side of the room
Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
North
Entry #1
The door is located several feet above the floor and concealed behind
a tapestry of a god of magic
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ice Dart Trap: CR 12; magic; Perception DC 24; Disable Device DC


North
28; Trigger visual (arcane eye); Reset none; Effect Atk +12 ranged (12d6
Entry #2
cold)

Leads to room #140


Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
East
Entry The door is located near the ceiling and concealed behind an area of
slime
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Room South 15 hp)
#151 Entry
Leads to room #338, inhabited by 6 x Mummy
7 x Basilisk

Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-
footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will
+5; Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con
15, Int 2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)
Monster
Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 70 pp, 623 gp, 134 sp, 60 cp; Azurite (11 gp), Coral (90 gp),
Moonstone (45 gp), Rock Quartz (8 gp), Topaz (400 gp), Turquoise (11
gp), Turquoise (12 gp), Zircon (40 gp); Masterwork Falchion (375 gp);
Scroll of Pass without Trace (cr, 25 gp); hoard total 2354 gp
Room North Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
#152 Entry 20 hp)
Leads to room #430
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
(slides down, +1 to break DC)

West Falling Block: CR 9; mechanical; Perception DC 26; Disable


Entry Device DC 24; Trigger location; Reset none; Effect Atk +13 melee
(9d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #154


Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)
South
Entry Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Room A stone dais and throne sits in the east side of the room, Someone has
Features scrawled "The elf will betray you" on the east wall
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
18; hard 5, 15 hp)
North
Entry #1 Earthmaw Trap: CR 10; magic; Perception DC 28; Disable Device
DC 28; Trigger location; Reset none; Effect earthmaw (11d6 damage,
DC 14 Reflex save for half damage)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Falling Block: CR 12; mechanical; Perception DC 24; Disable


North
Device DC 24; Trigger location; Reset none; Effect Atk +16 melee
Entry #2
(12d6); multiple targets (all targets in a 10 ft. square area)
Room
#153 Leads to room #371
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC
18; hard 5, 15 hp)
East
Entry Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Room A large demonic idol with ruby eyes sits in the north-west corner of the
Features room, Someone has scrawled "It is awake" on the south wall
4 x Drider
Monster
Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses darkvision
120 ft., detect good, detect law, detect magic; Perception +15; AC 20,
touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, -1 size); hp 76
(9d8+36); Fort +7, Ref +5, Will +9; Immune sleep; SR 18; Speed 30 ft.,
climb 20 ft.; Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1
plus poison); Ranged mwk composite longbow +8/+3 (1d8+2/x3); Space
10 ft.; Reach 5 ft.; SA web (+7 ranged, DC 18, hp 9), spell-like abilities
CL 9th; Spells CL 6th; Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16;
Base Atk +6, CMB +9, CMD 21 (33 vs. trip); SQ undersized weapons

Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,
Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge,
Combat Casting, Weapon Focus (bite, mace)

Treasure: 38 pp, 279 gp, 370 sp; Lapis Lazuli (10 gp), Onyx (60 gp),
Pyrite (12 gp); Masterwork Heavy Steel Shield (170 gp); Breastplate (+1
armor) (1350 gp), Leather Armor (+1 armor) (1160 gp), Morningstar (+1
weapon) (sheds light) (2308 gp), Oil of Light (cr, 25 gp), Potion of
Endure Elements (cr, 50 gp), Quarterstaff (+1 weapon, Frost) (sheds
light) (8600 gp), Scroll of Obscuring Mist (cr, 25 gp), Scroll of Shadow
Weapon (um, 25 gp); hoard total 14491 gp
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2
to break DC)

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


North
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
Entry
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #10


Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 25,
Room break DC 25; hard 5, 20 hp)
West
#154
Entry
The door is concealed behind a statue of Death, and opened by placing
a coin in his open hand
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
(slides down, +1 to break DC)

East Falling Block: CR 9; mechanical; Perception DC 26; Disable Device


Entry DC 24; Trigger location; Reset none; Effect Atk +13 melee (9d6); multiple
targets (all targets in a 10 ft. square area)

Leads to room #152


South Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
Entry 10 hp)
Empty
Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1
to break DC)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


West
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East (slides to one side, +1 to break DC)
Entry
Room Leads to room #161
#155 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)
South
Entry #1
The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South
Entry #2
The door is concealed behind a statue of a demonic sorceress, and
opened by moving her hand
Room A chute descends from the room into a magical cyst below, A stream of
Features blood flows down the east wall
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Falling Block: CR 11; mechanical; Perception DC 28; Disable


North
Device DC 26; Trigger location; Reset none; Effect Atk +16 melee
Entry
(11d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #345, inhabited by 11 x Derro


Room
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
#156
East 10 hp)
Entry
Leads to room #180, inhabited by 9 x Giant Scorpion
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
South
Entry Symbol of Panic: CR 12; magic; Perception DC 24; Disable Device
DC 24; Trigger proximity (alarm); Reset none; Effect fear (panicked for
1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a
10 ft. radius burst)

Leads to room #287, inhabited by 1 x Clay Golem


Room A well lies in the north side of the room, A dagger hilt lies in the north
Features side of the room
3 x Dire Bear (Cave Bear)

Dire Bear (Cave Bear): CR 7, XP 3200; N Large Animal; Init +5; Senses
low-light vision, scent; Perception +12; AC 18, touch 10, flat-footed 17
(+1 Dex, +8 natural, -1 size); hp 95 (10d8+50); Fort +12, Ref +8, Will
+4; Speed 40 ft.; Melee 2 claws +13 (1d6+7 plus grab), bite +13
(1d8+7); Space 10 ft.; Reach 5 ft.; Str 25, Dex 13, Con 21, Int 2, Wis 12,
Monster Cha 10; Base Atk +7, CMB +15 (+19 grapple), CMD 26 (30 vs. trip)

Skills and Feats: Perception +12, Swim +19; Endurance, Improved


Initiative, Iron Will, Run, Skill Focus (Perception)

Treasure: 130 gp; Amethyst (90 gp), Bloodstone (45 gp), Citrine (50 gp),
Moonstone (55 gp), Onyx (50 gp), 2 x Topaz (500 gp), Tourmaline (110
gp); Masterwork Scythe (318 gp); Scroll of Flaming Sphere (cr, 150 gp),
Wand of Cure Light Wounds (cr, 750 gp); hoard total 2748 gp
Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break
DC 23; hard 5, 20 hp)

A bookcase and concealed door pivots smoothly


North
Entry
Thunderstone Mine: CR 12; magic; Perception DC 28; Disable
Device DC 28; Trigger location; Reset none; Effect thunder blast (12d6
sonic damage, DC 18 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)
West
Room Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Entry #1
#157
Trapped and Unlocked Stone Door (hard 8, 60 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


West Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
Entry #2 (cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #27, inhabited by 1 x Young Red Dragon


East
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry
Leads to room #443, inhabited by 1 x Young Silver Dragon
South Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry 10 hp)
Room A set of demonic war masks hangs on the west wall, A pile of empty
Features flasks lies in the north-east corner of the room
1 x Young Red Dragon

Young Red Dragon: CR 10, XP 9600; CE Large Dragon (fire); Init +5;
Senses dragon senses, smoke vision; Perception +15; AC 22, touch 10,
flat-footed 21 (+1 Dex, +12 natural, -1 size); hp 115 (11d12+44); Fort
+11, Ref +8, Will +10; Immune fire, paralysis, sleep; Weak vulnerability
to cold; Speed 40 ft., fly 200 ft. (poor); Melee bite +17 (2d6+10), 2
claws +17 (1d8+7), 2 wings +12 (1d6+3), tail slap +12 (1d8+10); Space
10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon (40-ft. cone, DC
19, 6d10 fire), spell-like abilities CL 11th; Spells CL 1st; Str 25, Dex 12,
Con 19, Int 12, Wis 13, Cha 12; Base Atk +11, CMB +19, CMD 30 (34
Monster vs. trip)

Skills and Feats: Appraise +15, Bluff +15, Fly +9, Intimidate +15,
Perception +15, Sense Motive +15, Stealth +11; Cleave, Improved
Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike

Treasure: 14 pp, 200 gp, 1800 sp, 10000 cp; Coral (80 gp), Coral (110
gp), Deep Blue Spinel (100 gp), Jade (100 gp), Jet (120 gp); Crystallized
dragon heart (7500 gp), Gold bowl with dragon engravings (400 gp),
Marble idol (300 gp), Platinum bowl with arcane engravings (800 gp),
Platinum flagon with religious markings (1100 gp); Tower Shield (+1
shield) (1180 gp), Wand of Mage Armor (cr, 750 gp); hoard total 13160
gp
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West
Entry
Leads to room #90, inhabited by 15 x Derro
East Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry 10 hp)
Room 7 x Gelatinous Cube
#158

Monster Gelatinous Cube: CR 3, XP 800; N Large Ooze; Init -5; Senses blindsight
60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 50
(4d8+32); Fort +9, Ref -4, Will -4; Immune electricity, ooze traits; Speed
15 ft.; Melee slam +2 (1d6 plus 1d6 acid); Space 10 ft.; Reach 5 ft.; SA
engulf, paralysis; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1; Base Atk +3,
CMB +4, CMD 9 (can't be tripped); SQ transparent

Treasure: 154 gp, 522 sp, 2026 cp; Agate (12 gp), Bloodstone (35 gp),
Chrysoberyl (100 gp), Green Spinel (65 gp), Topaz (450 gp); Scroll of
Enlarge Person (cr, 25 gp), Scroll of Obscuring Mist (cr, 25 gp), Wand of
Magic Missile (cr, 750 gp); hoard total 1688 gp 4 sp 6 cp
North Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
Entry 20 hp)
Trapped and Unlocked Iron Door (hard 10, 60 hp)

West Rune of Dread: CR 11; magic; Perception DC 28; Disable Device


Entry DC 28; Trigger proximity (alarm); Reset none; Effect fear (frightened
for 1d4 rounds, DC 18 Will save negates); multiple targets (all targets in
a 10 ft. radius burst)
Room An iron chandelier hangs from the ceiling in the west side of the room, A
Features mouldy odor fills the center of the room
1 x Vampire

Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid);


Init +8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-
footed 18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102
(8d6+72), fast healing 5; Fort +13, Ref +11, Will +12; DA channel
Room resistance +4; DR 10/magic and silver; Immune undead traits; Resist
#159 cold 10, electricity 10; Weak vampire weaknesses; Speed 30 ft.; Melee
slam +8 (1d4+4 plus energy drain); SA blood drain, children of the
night, create spawn, dominate (DC 22), energy drain (2 levels, DC 22),
spell-like abilities CL 8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14,
Wis 16, Cha 26; Base Atk +4, CMB +7, CMD 24; SQ change shape
Monster
(dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb

Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge


(religion) +10, Perception +21, Sense Motive +13, Spellcraft +13,
Stealth +12, Use Magic Device +19; Alertness, Blind-Fight, Combat
Casting, Combat Reflexes, Dodge, Eschew Materials, Extend Spell,
Improved Initiative, Lightning Reflexes, Silent Spell, Still Spell,
Toughness, Weapon Finesse

Treasure: 98 pp, 693 gp, 40 sp; Masterwork Dagger (302 gp); Oil of
Purify Food and Drink (cr, 25 gp), Scroll of Flame Arrow (cr, 375 gp),
Scroll of Lesser Restoration (cr, 150 gp), Scroll of Web (cr, 150 gp),
Wand of Create Water (cr, 375 gp), Wand of Detect Magic (cr, 375 gp)
(inscription provides clue to function), Wand of Sleep (cr, 750 gp)
(design provides clue to function); hoard total 4179 gp
Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
North
The door is concealed behind an area of slime
Entry
Leads to room #239
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
West 15 hp)
Entry
Leads to room #43, inhabited by 2 x Greater Shadow
East
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry #1
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break
DC 25; hard 5, 20 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
East
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Entry #2
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Room
#160 Leads to room #185
South Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry 20 hp)
Room A narrow shaft falls into the room from above, Several wax blobs are
Features scattered throughout the room
1 x Young Silver Dragon

Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init


+5; Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed
21; (+1 Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref +8,
Will +12; Immune acid, cold, paralysis, sleep; Weak vulnerability to fire;
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight; Melee
Monster
bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13
(1d8+7); Space 10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon
(40-ft. cone, DC 18, 6d8 cold), paralyzing breath, spell-like abilities CL
11th; Spells CL 1st; Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16;
Base Atk +11, CMB +17, CMD 28 (32 vs. trip); SQ change shape

Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,
Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,
Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack, Power
Attack, Weapon Focus (bite)

Treasure: 59 pp, 363 gp, 30 sp; Alabaster (9 gp), Amber (100 gp),
Bloodstone (50 gp), Chrysoberyl (100 gp), Jade (110 gp), Malachite (13
gp), Opal (500 gp), Smoky Quartz (50 gp), Zircon (50 gp); Gold and
mithral chess set (1000 gp), Gold bejeweled royal orb (7000 gp), Gold
flute (1000 gp), Marble idol (300 gp); Boots of Elvenkind (2500 gp),
Potion of Countless Eyes (um, 750 gp), Potion of Cure Light Wounds
(cr, 50 gp), Shortsword (+1 weapon) (sheds light) (2310 gp), Wand of
Heat Metal (cr, 4500 gp) (inscription provides clue to function); hoard
total 21348 gp
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
North
Entry #1
The door is concealed within the mouth of a demonic face carved
from stone
Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard
5, 15 hp)
North
Entry #2
The door is located near the ceiling and concealed within a mosaic
of a legendary battle
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
West (slides to one side, +1 to break DC)
Entry
Leads to room #155
Room Trapped and Locked Good Wooden Door (Open Lock DC 25, break
#161 DC 18; hard 5, 15 hp)

East Entry Fire Spray: CR 8; magic; Perception DC 24; Disable Device DC 26;
#1 Trigger proximity (alarm); Reset none; Effect fire spray (7d6 fire
damage, DC 14 Reflex save for half damage)

Leads to room #91


Trapped and Unlocked Iron Door (hard 10, 60 hp)
East Entry
Arrow Trap: CR 10; mechanical; Perception DC 28; Disable Device
#2
DC 26; Trigger location; Reset manual; Effect Atk +16 ranged
(12d6/x3)
A magical pool in the north-west corner of the room ages whomever
Room
drinks from it (but only once), An iron chandelier hangs from the
Features
ceiling in the north-east corner of the room
Room North
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
#162 Entry
Arrow Trap: CR 12; mechanical; Perception DC 26; Disable Device
DC 24; Trigger location; Reset manual; Effect Atk +12 ranged
(12d6/x3)

Leads to room #18, inhabited by 7 x Giant Scorpion


West
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
East
Acid Spray: CR 9; magic; Perception DC 24; Disable Device DC 26;
Entry #1
Trigger visual (arcane eye); Reset none; Effect acid spray (9d6 acid
damage, DC 16 Reflex save for half damage)
Trapped and Unlocked Iron Door (hard 10, 60 hp)

Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


East Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
Entry #2 effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #246


A magical mosaic on the east wall depicts the gruesome death of
Room
whomever views it, Someone has scrawled "white, black, golden, ruby,
Features
black" on the south wall
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break
DC 15; hard 5, 10 hp)

East Falling Block: CR 9; mechanical; Perception DC 24; Disable Device


Entry DC 24; Trigger location; Reset none; Effect Atk +15 melee (9d6);
multiple targets (all targets in a 10 ft. square area)

Leads to room #365


Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room
(slides down, +1 to break DC)
#163
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
South
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Entry
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Leads to room #56


Room A simple fireplace sits against the west wall, Several wax blobs are
Features scattered throughout the room
9 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light


vision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1
Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune
cold, plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10
Monster (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con
16, Int -, Wis 11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs. trip)

Treasure: 29 pp, 293 gp, 16 sp, 80 cp; Amethyst (90 gp), Moonstone (45
gp), Opal (500 gp), Zircon (45 gp); Masterwork Shortsword (310 gp),
Masterwork Trident (315 gp); Scroll of Blink (cr, 375 gp), Scroll of
Flame Arrow (cr, 375 gp), Wand of Mage Armor (cr, 750 gp), Wand of
Shield of Faith (cr, 750 gp); hoard total 4140 gp 4 sp
Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
West
Entry The door is located several feet above the floor and concealed behind
a tapestry of arcane patterns
East Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Entry 15 hp) (slides down, +1 to break DC)
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)

South Acid Spray: CR 12; magic; Perception DC 24; Disable Device DC


Entry 26; Trigger proximity (alarm); Reset none; Effect acid spray (12d6 acid
damage, DC 16 Reflex save for half damage)
Room
#164 Leads to room #254, inhabited by 1 x Clay Golem
Room A stone dais and throne sits in the west side of the room, Several
Features corroded iron spikes are scattered throughout the room
10 x Basilisk

Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Senses


Monster darkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-
footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will
+5; Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con
15, Int 2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)
Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 133 gp, 70 sp; Aquamarine (600 gp), Garnet (110 gp),
Moonstone (50 gp), Sard (45 gp); Masterwork Shortsword (310 gp); Oil
of Animate Rope (cr, 50 gp), Scroll of Bear's Endurance (cr, 150 gp),
Scroll of Keen Edge (cr, 375 gp), Scroll of Magic Missile (cr, 25 gp),
Wand of Disguise Self (cr, 750 gp) (inscription provides clue to
function), 2 x Wand of Mage Armor (cr, 750 gp); hoard total 4105 gp
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
North 15 hp)
Entry
Leads to room #258, inhabited by 10 x Derro
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC
18; hard 5, 15 hp)

Room Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


#165 West Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
Entry deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #234, inhabited by 5 x Spectre


Room Spirals of black stones cover the floor, A cold spot can be felt in the east
Features side of the room
Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28;
hard 8, 60 hp)

A trap door in the floor leads to a short tunnel beneath the wall

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


North
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
Entry
falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Room 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
#166 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #192


Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
West
Entry
Leads to room #171, inhabited by 16 x Doppelganger
East
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Entry #1
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
East
Entry #2 The door is concealed within an upright sarcophagus

Leads to room #321, inhabited by 16 x Shadow


South Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
Entry hp)
4 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses darkvision


60 ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-
1 Dex, +12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5;
Immune acid, sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee
bite +14 (1d8+7), 2 claws +14 (1d4+7); SA breath weapon (60-foot line
of acid, 7d6 acid damage, Reflex DC 18 half), gaze (DC 18, see
Basilisk); Str 24, Dex 8, Con 21, Int 4, Wis 13, Cha 13; Base Atk +7,
Monster
CMB +14, CMD 23 (31 vs. trip)

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 300 pp, 1947 gp, 240 sp, 2000 cp; Aquamarine (450 gp),
Aquamarine (500 gp), Chrysoprase (50 gp), Coral (120 gp), Deep Blue
Spinel (130 gp), Green Spinel (45 gp), Green Spinel (50 gp), Red Spinel
(50 gp); Decorated silver plate (60 gp), Silver comb with ornate handle
(75 gp), Silver holy symbol (25 gp); hoard total 6546 gp
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
North
Entry
Leads to room #368, inhabited by 8 x Drider
East
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry #1
Room Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
#167
Teleporter Crystal: CR 9; magic; Perception DC 26; Disable Device
East
DC 24; Trigger touch; Reset none; Effect teleport (teleported one level
Entry #2
down, DC 16 Will save negates)

Leads to room #392


A magical mirror on the north wall speaks riddles and cryptic
Room
prophecies, The north and east walls have been engraved with geometric
Features
patterns
Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp)

56 pp, 692 gp, 190 sp, 1400 cp; Amber (90 gp), Black Pearl (550 gp),
Onyx (50 gp), Zircon (50 gp); Carved stone idol (30 gp), 2 x Copper
scepter with gold inlay (50 gp), Crystal skull (80 gp), Decorated
electrum plate (110 gp), 2 x Decorated silver plate (60 gp), Elaborate
silver wind chimes (60 gp), Gold holy symbol (100 gp), Gold puzzle
Hidden
box (500 gp), Gold statue of a dragon (110 gp), 2 x Ivory bowl with
Treasure
animal carvings (40 gp), Mithral scepter with gold inlay (600 gp), Set of
six ivory dice (30 gp), Silver and glass decanter (75 gp), Silver chalice
with dragon carvings (150 gp), Silver flagon with religious markings (80
gp), Silver holy symbol (25 gp), Silver statue of a dragon (65 gp); Scroll
of Cause Fear (cr, 25 gp), Scroll of Knock (cr, 150 gp), Scroll of Ray of
Frost (cr, 12 gp 5 gp), Wand of Charm Person (cr, 750 gp) (design
provides clue to function), Wand of Ray of Frost (cr, 375 gp); hoard
total 5652 gp
Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC
North 30, break DC 15; hard 5, 10 hp) (slides up, +2 to break DC)
Entry
The door is concealed behind an area of fungus
Trapped and Unlocked Iron Door (hard 10, 60 hp)

West Arrow Trap: CR 9; mechanical; Perception DC 26; Disable Device


Entry DC 24; Trigger location; Reset manual; Effect Atk +15 ranged (8d6/x3)

Leads to room #258, inhabited by 10 x Derro


Room Room A set of demonic war masks hangs on the east wall, A stack of barrels
#168 Features filled with sand stands against the north wall
2 x Dire Bear (Cave Bear)

Dire Bear (Cave Bear): CR 7, XP 3200; N Large Animal; Init +5; Senses
low-light vision, scent; Perception +12; AC 18, touch 10, flat-footed 17
Monster
(+1 Dex, +8 natural, -1 size); hp 95 (10d8+50); Fort +12, Ref +8, Will
+4; Speed 40 ft.; Melee 2 claws +13 (1d6+7 plus grab), bite +13
(1d8+7); Space 10 ft.; Reach 5 ft.; Str 25, Dex 13, Con 21, Int 2, Wis 12,
Cha 10; Base Atk +7, CMB +15 (+19 grapple), CMD 26 (30 vs. trip)
Skills and Feats: Perception +12, Swim +19; Endurance, Improved
Initiative, Iron Will, Run, Skill Focus (Perception)

Treasure: 147 gp, 120 sp, 1300 cp; Black Pearl (550 gp), Chrysoberyl
(90 gp), Chrysoberyl (100 gp), Chrysoprase (40 gp), Chrysoprase (55
gp), Onyx (60 gp), Smoky Quartz (65 gp), Topaz (400 gp); Masterwork
Light Hammer (301 gp), Masterwork Light Wooden Shield (153 gp);
hoard total 1986 gp
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard
North Entry
5, 20 hp)
Secret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp)
Room East Entry The door is located near the ceiling and only three feet high
#169
Leads to room #126
Room Several square holes are cut into the ceiling and floor, Someone has
Features scrawled a basic map of the dungeon on the north wall
Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC
20, break DC 25; hard 5, 20 hp)
East
Entry
Room The door is located above a small stone dais and concealed behind
#170 an area of mould
South Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Entry 15 hp)
Empty
North Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry 15 hp)
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East
Entry
Leads to room #166, inhabited by 4 x Dracolisk
South Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry #1 20 hp)
Room Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
#171 18; hard 5, 15 hp)
South
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Entry #2
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
South
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Entry #3
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #279


Room A stone stair ascends towards the east wall, Someone has scrawled a
Features basic map of the dungeon on the north wall
16 x Doppelganger

Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid


(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,
touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);
Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2
claws +8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con
12, Int 13, Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change
shape (alter self), mimicry, perfect copy

Skills and Feats: Bluff +9 (+13 while using change shape ability),
Diplomacy +4, Disguise +9 (+29 while using change shape ability),
Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 98 gp, 50 sp, 1100 cp; Chrysoprase (50 gp); Bronze flagon
with warrior images (50 gp), Bronze statuette of a warrior (15 gp), 2 x
Monster Carved ivory scroll case (60 gp), Copper brazier with religious markings
(50 gp), 2 x Copper scepter with gold inlay (50 gp), Decorated electrum
plate (110 gp), Electrum censer with silver filigree (70 gp), Engraved
gold scarab (75 gp), 2 x Gold candelabra with holy symbol (200 gp),
Gold cauldron with alchemical symbols (750 gp), Gold censer with
platinum inlay (400 gp), Gold chess set (500 gp), Gold holy symbol (100
gp), 2 x Gold puzzle box (500 gp), Gold statue of a dragon (110 gp),
Gold statue of a lion (110 gp), Ivory bowl with animal carvings (40 gp),
Ivory drinking horn with silver ends (110 gp), Marble idol (300 gp),
Painted paper fan with silver slats (20 gp), Painting of a noblewoman (50
gp), 2 x Polished darkwood chalice (50 gp), Silver and glass decanter (75
gp), Silver cauldron with animal symbols (120 gp), Silver chess set (50
gp), Silver egg with dragon figurine (125 gp), Silver hand mirror (75 gp),
2 x Silver holy symbol (25 gp), Silver statue of a dragon (65 gp);
Masterwork Shortbow (330 gp), Masterwork Spear (302 gp),
Masterwork lyre (100 gp); Potion of Protection from Evil (cr, 50 gp),
Scroll of Cat's Grace (cr, 150 gp), Scroll of Inflict Moderate Wounds (cr,
150 gp), Scroll of Magic Missile (cr, 25 gp), Wand of Acid Splash (cr,
375 gp), Wand of Touch of Fatigue (cr, 375 gp) (inscription provides
clue to function); hoard total 7161 gp
West
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry #1
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC
40, break DC 25; hard 5, 20 hp)
West
The door is concealed behind a statue of a hydra, and opened by
Entry #2
reaching into several of its mouths

Leads to room #452


Arrow Blaster: CR 8; mechanical; Perception DC 24; Disable Device
Trap DC 22; Trigger location; Reset manual; Effect Atk +11 ranged (7d6/x3);
multiple targets (up to three targets within 10 ft. of trigger)
Hidden (Search DC 20) Trapped and Locked Strong Wooden Chest
(Open Lock DC 25, break DC 25; hard 5, 20 hp)
Room Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
#172 DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC
23 Fortitude negates after 24 hours)

Hidden
Treasure 54 pp, 578 gp, 310 sp, 1600 cp; Aquamarine (350 gp), Aquamarine (500
gp), 2 x Carnelian (45 gp), Garnet (100 gp), Jet (100 gp), Moonstone (60
gp), Opal (350 gp), Opal (550 gp), Red Spinel (50 gp), Saltwater Pearl
(100 gp), Sard (60 gp), Sardonyx (40 gp), Smoky Quartz (55 gp),
Tourmaline (80 gp), Zircon (50 gp); Bronze statuette of a warrior (15
gp), Crystal skull (80 gp), Elaborate silver wind chimes (60 gp),
Engraved gold scarab (75 gp), Engraved jade scarab (85 gp), Gold holy
symbol (100 gp), Silver chess set (50 gp); Potion of Jump (cr, 50 gp),
Scroll of Deep Slumber (cr, 375 gp), Wand of Read Magic (cr, 375 gp)
(design provides clue to function); hoard total 4965 gp
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Teleporter Crystal: CR 12; magic; Perception DC 24; Disable Device


North
DC 24; Trigger touch; Reset none; Effect teleport (teleported one level
Room Entry
down, DC 16 Will save negates)
#173
Leads to room #273
West Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
Entry 10, 60 hp)
Teleporter Crystal: CR 12; magic; Perception DC 26; Disable Device
DC 26; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 16 Will save negates)

Leads to room #284


East Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry #1 10 hp)
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
East
Entry #2
Leads to room #374, inhabited by 1 x Fire Giant
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


South
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
Entry
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Room A stair ascends to a balcony hanging from the east wall, Several empty
Features bottles are scattered throughout the room
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)
North
Entry Electrified Lock: CR 12; magic; Perception DC 28; Disable Device
DC 28; Trigger touch; Reset none; Effect electric shock (12d6 electricity
damage, DC 14 Reflex save for half damage)
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
West
Entry #1 A bookcase and concealed door pivots smoothly

Room Leads to room #421, inhabited by 1 x Clay Golem


#174 Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
West
The door is concealed behind a statue of a medusa, and opened by
Entry #2
uncovering her eyes

Leads to room #329


Room
Spirals of white stones cover the floor, Mournful weeping fills the room
Features
11 x Wight
Monster
Wight: CR 3, XP 800; LE Medium Undead; Init +1; Senses darkvision
60 ft.; Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4
natural); hp 26 (4d8+8); Fort +3, Ref +2, Will +5; DA undead traits;
Weak resurrection vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1
plus energy drain); SA create spawn, energy drain (1 level, DC 14); Str
12, Dex 12, Con -, Int 11, Wis 13, Cha 15; Base Atk +3, CMB +4, CMD
15; SQ create spawn

Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception


+11, Stealth +16; Blind-Fight, Skill Focus (Perception)

Treasure: 36 pp, 378 gp; Aquamarine (550 gp), Chrysoprase (35 gp),
Rose Quartz (45 gp), Tourmaline (80 gp); Masterwork Padded Armor
(155 gp); Potion of Blur (cr, 300 gp), Potion of Guidance (cr, 25 gp),
Scroll of Bear's Endurance (cr, 150 gp), Scroll of Doom (cr, 25 gp),
Scroll of Hold Portal (cr, 25 gp), Scroll of Make Whole (cr, 150 gp),
Wand of Disguise Self (cr, 750 gp) (design provides clue to function),
Wand of Doom (cr, 750 gp), Wand of Light (cr, 375 gp); hoard total
4153 gp
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break
DC 25; hard 5, 20 hp)

North Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


Entry Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #236, inhabited by 11 x Violet Fungus


Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
West 10 hp)
Entry
Room Leads to room #396
#175
Room A narrow shaft falls into the room from above, A buzzing noise can be
Features heard in the east side of the room
7 x Kyton

Kyton: CR 6, XP 2400; LE Medium Outsider (evil, extraplanar, kyton,


Monster lawful); Init +7; Senses darkvision 60 ft.; Perception +14; AC 21, touch
13, flat-footed 18 (+4 armor, +3 Dex, +4 natural); hp 60 (8d10+16),
regeneration 2 (good weapons and spells, silver weapons); Fort +8, Ref
+9, Will +3; DR 5/silver or good; Immune cold; SR 17; Speed 30 ft.;
Melee 4 chains +11 (2d4+2); Space 5 ft; Reach 5 ft. (10 ft. with chains);
SA dancing chains, unnerving gaze; Str 15, Dex 17, Con 14, Int 11, Wis
12, Cha 12; Base Atk +8, CMB +10, CMD 23; SQ chain armor

Skills and Feats: Acrobatics +14, Climb +13, Craft (blacksmithing) +11,
Escape Artist +14, Intimidate +12, Perception +14; Alertness, Blind-
Fight, Improved Initiative, Weapon Focus (chain)

Treasure: 15 pp, 63 gp; Set of six ivory dice (30 gp); Masterwork
Composite Shortbow (+2 Str bonus) (525 gp), Masterwork Greatsword
(350 gp), Masterwork Scale Mail (200 gp), Masterwork Shortsword (310
gp); Oil of Magic Weapon (cr, 50 gp), Oil of Stone Shape (cr, 750 gp),
Potion of Blur (cr, 300 gp), Potion of Touch of the Sea (apg, 50 gp),
Ring of Jumping (2500 gp) (inscription provides clue to function), Scroll
of Guiding Star (apg, 375 gp), Wand of Daze (cr, 375 gp) (design
provides clue to function), Wand of Shield (cr, 750 gp); hoard total 6778
gp
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


West Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Entry none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #148


Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)
East
Entry #1
One-way Door: CR 11; mechanical; Perception DC 24; Disable
Device DC 24
Room East
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
#176 Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides down, +1 to break DC)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
East
falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Entry #3
1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #219


14 x Shadow
Monster
Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2;
Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12
(+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will
+4; DA incorporeal, channel resistance +2; Immune undead traits; Speed
fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA
create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2,
CMB +4, CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4
in bright light); Dodge, Skill Focus (Perception)

Treasure: 74 pp, 844 gp, 180 sp, 1200 cp; Black Pearl (550 gp), Black
Pearl (600 gp), Chrysoberyl (110 gp), 2 x Jasper (45 gp), Moonstone (45
gp), Saltwater Pearl (100 gp), Zircon (45 gp); Masterwork Battleaxe (310
gp), Masterwork Falchion (375 gp); Potion of Resistance (cr, 25 gp),
Scroll of Phantom Steed (cr, 375 gp), Scroll of Whispering Wind (cr, 150
gp), Wand of Acid Splash (cr, 375 gp), Wand of Ill Omen (apg, 750 gp)
(inscription provides clue to function); hoard total 5514 gp
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West
Earthmaw Trap: CR 10; magic; Perception DC 26; Disable Device
Entry
DC 28; Trigger location; Reset none; Effect earthmaw (10d6 damage,
DC 18 Reflex save for half damage)
East Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry (slides to one side, +1 to break DC)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Room South Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
#177 Entry #1 (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
South 10 hp)
Entry #2
Leads to room #242, inhabited by 2 x Flesh Golem
A narrow pit covered by iron bars lies in the north-west corner of the
Room
room, Someone has scrawled "The cleric will betray you" on the north
Features
wall
Room North Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
#178 Entry #1 (slides up, +2 to break DC)
Contact Poison: CR 10; mechanical; Perception DC 24; Disable
Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #64


Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
North
Entry #2 A bookcase and concealed door pivots smoothly

Leads to room #337, inhabited by 3 x Hill Giant


Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South
Entry
Leads to room #294, inhabited by 8 x Cloaker
Empty
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Electrified Lock: CR 8; magic; Perception DC 26; Disable Device


North
DC 24; Trigger touch; Reset none; Effect electric shock (7d6 electricity
Entry
damage, DC 16 Reflex save for half damage)

Leads to room #389


Secret (Search DC 20) Trapped and Unlocked Simple Wooden Door
(hard 5, 10 hp)

The door is concealed behind a statue of Death, and opened by


placing a coin in his open hand
Room
#179 West Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Entry Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Leads to room #66


Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
South
Entry The door is located near the ceiling and concealed behind an area of
slime
Someone has scrawled "Sharpen thy blade and ready thy shield" in
Room
draconic script on the north wall, A jingling sound can be faintly heard
Features
near the north wall
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #156, inhabited by 3 x Dire Bear
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)

East The door is concealed behind a statue of a terrified maiden, and


Entry opened by breaking her neck

Leads to room #410


Room A tile mosaic of arcane patterns covers the floor, Skeletons hang from
Room Features chains and manacles against the west wall
#180 9 x Giant Scorpion

Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses


darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch 9, flat-
footed 16 (+7 armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1;
Monster
Immune mind-affecting effects; Speed 50 ft.; Melee 2 claws +6 (1d6+4
plus grab), sting +6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA
constrict (1d6+4); Str 19, Dex 10, Con 16, Int -, Wis 10, Cha 2; Base Atk
+3, CMB +8 (+12 grapple), CMD 18 (30 vs. trip)

Skills: Climb +8, Perception +4, Stealth +0


Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
(slides to one side, +1 to break DC)

A bookcase and concealed door pivots smoothly


North
Entry Arrow Trap: CR 12; mechanical; Perception DC 24; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +12 ranged
(10d6/x3)
Room
#181 Leads to room #114
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)

West Entry The door is concealed within the mouth of a gargantuan skull
carved from stone

Leads to room #367


East Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
#1 15 hp)
East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
#2 15 hp)
Room Several alcoves are cut into the east and west walls, A sulphurous odor
Features fills the room
Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard
10, 60 hp)
North
Entry #1 Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
North (magically reinforced, +10 to break DC)
Entry #2
Leads to room #387
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #372
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
South
Guillotine Blade: CR 11; mechanical; Perception DC 26; Disable
Entry
Room Device DC 24; Trigger location; Reset manual; Effect Atk +16 melee
#182 (10d6/19-20)
Room A stone dais sits in the south-west corner of the room, A tile labyrinth
Features covers the floor
11 x Gelatinous Cube

Gelatinous Cube: CR 3, XP 800; N Large Ooze; Init -5; Senses


blindsight 60 ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1
size); hp 50 (4d8+32); Fort +9, Ref -4, Will -4; Immune electricity, ooze
traits; Speed 15 ft.; Melee slam +2 (1d6 plus 1d6 acid); Space 10 ft.;
Monster Reach 5 ft.; SA engulf, paralysis; Str 10, Dex 1, Con 26, Int -, Wis 1,
Cha 1; Base Atk +3, CMB +4, CMD 9 (can't be tripped); SQ transparent

Treasure: 4 pp, 134 gp, 75 sp, 160 cp; Agate (7 gp), Aquamarine (600
gp), Chrysoprase (55 gp), Hematite (8 gp), Jet (110 gp), Milky Quartz
(55 gp), Rhodochrosite (11 gp), Smoky Quartz (60 gp), Turquoise (10
gp); Potion of Blur (cr, 300 gp), Potion of Resist Electricity (3rd) (cr,
300 gp), Scroll of Darkvision (cr, 150 gp), Scroll of Summon Monster I
(cr, 25 gp), Wand of Endure Elements (cr, 750 gp); hoard total 2624 gp 1
sp
Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC
20, break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)

West Entry The door is concealed within the mouth of a demonic face carved
from stone

Leads to room #347


East Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard
Room #1 5, 10 hp)
#183
Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side,
+1 to break DC)
East Entry
#2 Arrow Trap: CR 11; mechanical; Perception DC 26; Disable
Device DC 26; Trigger location; Reset manual; Effect Atk +12 ranged
(12d6/x3)
Room A tile labyrinth covers the floor, The floor is covered with humanoid
Features bones
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West One-way Door: CR 11; mechanical; Perception DC 26; Disable


Entry Device DC 28

Leads to room #238, inhabited by 11 x Shadow


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

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


East Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
Entry effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half
Room damage); multiple targets (all targets in a 60 ft. cone)
#184
Leads to room #256, inhabited by 15 x Derro
Room Someone has scrawled a baleful symbol on the east wall, A shattered
Features sword lies in the south side of the room
11 x Wight

Wight: CR 3, XP 800; LE Medium Undead; Init +1; Senses darkvision


Monster
60 ft.; Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4
natural); hp 26 (4d8+8); Fort +3, Ref +2, Will +5; DA undead traits;
Weak resurrection vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1
plus energy drain); SA create spawn, energy drain (1 level, DC 14); Str
12, Dex 12, Con -, Int 11, Wis 13, Cha 15; Base Atk +3, CMB +4, CMD
15; SQ create spawn

Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception


+11, Stealth +16; Blind-Fight, Skill Focus (Perception)

Treasure: 103 pp, 694 gp, 156 sp, 40 cp; Agate (11 gp), Green Spinel
(60 gp), Obsidian (12 gp); Masterwork Battleaxe (310 gp), Masterwork
Composite Shortbow (+2 Str bonus) (525 gp), Masterwork Heavy
Crossbow (350 gp); Potion of Magic Fang (cr, 50 gp), Scroll of Disguise
Other (um, 150 gp), Scroll of Hide from Undead (cr, 25 gp), Scroll of
Inflict Light Wounds (cr, 25 gp), Wand of Daze (cr, 375 gp), Wand of
Virtue (cr, 375 gp); hoard total 4008 gp
Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC
30, break DC 25; hard 5, 20 hp)

107 pp, 1048 gp, 420 sp, 2100 cp; Alabaster (11 gp), Jasper (45 gp),
Malachite (9 gp), Rhodochrosite (9 gp), Rock Quartz (10 gp), Smoky
Quartz (50 gp); Carved ivory scroll case (60 gp), Carved stone idol (30
gp), Decorated silver plate (60 gp), Engraved gold scarab (75 gp),
Hidden Engraved mithral scarab (400 gp), Gold and ivory decanter (400 gp),
Treasure Gold baby rattle (100 gp), Gold chalice with griffon carvings (600 gp),
Gold mask (450 gp), 2 x Gold statue of a dragon (110 gp), Ivory
drinking horn with silver ends (110 gp), 2 x Polished darkwood chalice
(50 gp), Porcelain mask (40 gp), 2 x Set of six ivory dice (30 gp), Set of
six silver dice (75 gp), Silver brazier with religious markings (80 gp), 2
x Silver candelabra with holy symbol (75 gp), Silver chess set (50 gp),
Silver cup with royal crest (100 gp), Silver hand mirror (75 gp), Silver
holy symbol (25 gp), Silver statue of a dragon (65 gp); Scroll of Mage
Armor (cr, 25 gp); hoard total 5665 gp
North
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Entry #1
North Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Entry #2 15 hp)
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break
DC 25; hard 5, 20 hp)
Room
#185 Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
West Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry #1 (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Leads to room #160, inhabited by 1 x Young Silver Dragon
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West
Falling Block: CR 11; mechanical; Perception DC 26; Disable
Entry #2
Device DC 26; Trigger location; Reset none; Effect Atk +14 melee
(10d6); multiple targets (all targets in a 10 ft. square area)
Room Lit candles are scattered across the floor, Jagged steel blades project
Features from cracks in the south and west walls
West Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry #1 20 hp)
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
West 5, 20 hp)
Entry #2
A bookcase and concealed door pivots smoothly
East Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry #1 (magically reinforced, +10 to break DC)
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
East 20 hp)
Entry #2
Leads to room #441
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
South 15 hp)
Entry
Leads to room #117
Room 10 x Derro
#186

Derro: CR 3, XP 800; CE Small Humanoid (derro); Init +6; Senses


darkvision 60 ft.; Perception +0; AC 17, touch 13, flat-footed 15 (+2
armor, +2 Dex, +2 natural, +1 size); hp 25 (3d8+12); Fort +5, Ref +3,
Will +6; SR 14; Weak vulnerability to sunlight; Speed 20 ft.; Melee
short sword +5 (1d4) or aklys +5 (1d6); Ranged repeating light
crossbow +5 (1d6/19-20 plus poison) or aklys +5 (1d6); SA sneak attack
Monster +1d6, spell-like abilities CL 3rd; Str 11, Dex 15, Con 18, Int 10, Wis 5,
Cha 16; Base Atk +2, CMB +1, CMD 13; SQ madness, poison use

Skills and Feats: Perception +0, Stealth +9; Improved Initiative, Weapon
Finesse

Treasure: 53 pp, 728 gp, 250 sp, 1800 cp; Black Pearl (500 gp),
Bloodstone (55 gp), Carnelian (60 gp), Chrysoprase (50 gp), Jade (70
gp), Rose Quartz (45 gp), Saltwater Pearl (120 gp), Topaz (500 gp),
Zircon (60 gp); Potion of Hide from Undead (cr, 50 gp), Scroll of
Floating Disk (cr, 25 gp), Scroll of Mage Hand (cr, 12 gp 5 gp), Scroll
of Summon Swarm (cr, 150 gp), Wand of Pass without Trace (cr, 750
gp), Wand of Protection from Evil (cr, 750 gp); hoard total 4498 gp
Poisoned Arrow Turret: CR 12; mechanical; Perception DC 24; Disable
Device DC 28; Trigger location; Duration 5 rounds; Reset manual;
Trap
Effect Atk +14 ranged (4d6/x3 plus purple worm poison [injury, Fort
DC 24, 1/rd. for 6 rds., 1d3 Str, 2 saves])
Locked Strong Wooden Chest (Open Lock DC 30, break DC 25; hard 5,
20 hp)

59 pp, 706 gp, 65 sp, 140 cp; Agate (7 gp), Bloodstone (50 gp),
Chrysoprase (60 gp), Citrine (65 gp), Coral (100 gp), Coral (130 gp),
Garnet (70 gp), Green Spinel (40 gp), Hematite (11 gp), Jade (120 gp),
Hidden
Jasper (60 gp), Jasper (65 gp), Moonstone (55 gp), Sardonyx (55 gp),
Treasure
Tigereye (9 gp), Topaz (450 gp), 3 x Topaz (550 gp), Zircon (50 gp);
Carved ivory scroll case (60 gp), Gold cup with royal crest (550 gp),
Painting of a noblewoman (50 gp), Polished darkwood chalice (50 gp),
Porcelain mask (40 gp), Silver bowl with lion engravings (75 gp), Silver
chalice with dragon carvings (150 gp), Silver statue of a dragon (65 gp);
Potion of Invisibility (cr, 300 gp), Potion of Protection from Chaos (cr,
50 gp), Scroll of Mirror Image (cr, 150 gp); hoard total 5890 gp 9 sp
West Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry 20 hp)
Room Someone has scrawled "Explosive runes" in dwarvish runes on the south
Features wall, Several monstrous corpses are scattered throughout the room
12 x Wight

Wight: CR 3, XP 800; LE Medium Undead; Init +1; Senses darkvision


60 ft.; Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4
natural); hp 26 (4d8+8); Fort +3, Ref +2, Will +5; DA undead traits;
Room Weak resurrection vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1
#187 plus energy drain); SA create spawn, energy drain (1 level, DC 14); Str
12, Dex 12, Con -, Int 11, Wis 13, Cha 15; Base Atk +3, CMB +4, CMD
Monster
15; SQ create spawn

Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception


+11, Stealth +16; Blind-Fight, Skill Focus (Perception)

Treasure: 300 pp, 2152 gp, 750 sp, 3400 cp; Hematite (10 gp),
Moonstone (35 gp), Tigereye (11 gp); Potion of Cure Light Wounds (cr,
50 gp), Potion of Shield of Faith (cr, 50 gp), Scroll of Enlarge Person
(cr, 25 gp); hoard total 5442 gp
Hidden (Search DC 30) Trapped and Unlocked Iron Chest (hard 10, 60
hp)

Ice Dart Trap: CR 8; magic; Perception DC 22; Disable Device DC 22;


Trigger proximity (alarm); Reset none; Effect Atk +15 ranged (9d6
cold)

53 gp, 150 sp, 400 cp; 2 x Carved stone idol (30 gp), Copper scepter
with gold inlay (50 gp), Crystal skull (80 gp), Decorated gold plate (700
gp), Decorated silver plate (60 gp), Elaborate copper wind chimes (20
Hidden
gp), Electrum censer with silver filigree (70 gp), 2 x Engraved mithral
Treasure
scarab (400 gp), Gold and silver chess set (100 gp), Gold flagon with
religious markings (500 gp), 2 x Gold holy symbol (100 gp), Gold mask
(450 gp), Painting of a noblewoman (50 gp), Painting of a princess (100
gp), Platinum holy symbol (500 gp), Set of six ivory dice (30 gp), Silver
candelabra with holy symbol (75 gp), Silver cauldron with animal
symbols (120 gp), 2 x Silver chalice with dragon carvings (150 gp), 2 x
Silver comb with gold handle (125 gp), Silver comb with ornate handle
(75 gp), 2 x Silver cup with royal crest (100 gp), 2 x Silver hand mirror
(75 gp), 4 x Silver holy symbol (25 gp), 3 x Silver statue of a dragon (65
gp); Masterwork lyre (100 gp); Scroll of Command (cr, 25 gp), Wand of
Stone Shield (arg, 750 gp) (inscription provides clue to function); hoard
total 6182 gp
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp)

North Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


Entry Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #97


West
Room Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry
#188
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


South
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Entry #1
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #427, inhabited by 3 x Spectre


South
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry #2
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
South
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry #3
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
7 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses


darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA
shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8 (1d6+5),
tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA
engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14; Base Atk
+4, CMB +10, CMD 23 (can't be tripped)

Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge


Monster (religion) +11, Perception +14, Sense Motive +8, Stealth +8; Combat
Reflexes, Improved Initiative, Skill Focus (Perception)

Treasure: 49 pp, 585 gp, 210 sp, 900 cp; Azurite (8 gp), Citrine (40 gp),
Citrine (50 gp), Deep Blue Spinel (120 gp), Jasper (50 gp), Obsidian (11
gp), Obsidian (12 gp), Opal (500 gp), 2 x Rhodochrosite (10 gp), Rose
Quartz (50 gp), Smoky Quartz (40 gp), Smoky Quartz (60 gp), Topaz
(500 gp), Tourmaline (70 gp), Turquoise (10 gp), Zircon (45 gp);
Masterwork Light Pick (304 gp); Potion of Guidance (cr, 25 gp), Scroll
of Bestow Curse (cr, 375 gp), Scroll of Inflict Moderate Wounds (cr,
150 gp), Scroll of Returning Weapon (uc, 150 gp), Wand of Detect Law
(cr, 750 gp), Wand of Shield (cr, 750 gp), Wand of Unseen Servant (cr,
750 gp) (design provides clue to function); hoard total 5945 gp
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC
25, break DC 15; hard 5, 10 hp)

35 pp, 525 gp, 460 sp, 2100 cp; Amber (70 gp), Aquamarine (500 gp),
Black Pearl (450 gp), Chrysoprase (50 gp), Coral (80 gp), Ivory (40 gp),
Ivory (45 gp), Jade (80 gp), Jet (130 gp), Opal (500 gp), Peridot (45 gp),
Hidden
Peridot (55 gp), Sard (45 gp), Sard (50 gp), Topaz (350 gp), Zircon (45
Treasure
gp); Bronze flagon with warrior images (50 gp), 2 x Bronze statuette of
a warrior (15 gp), Copper brazier with religious markings (50 gp),
Engraved mithral scarab (400 gp), Ivory bowl with animal carvings (40
gp), Set of six silver dice (75 gp), 2 x Silver hand mirror (75 gp), Silver
holy symbol (25 gp), Silver mask (75 gp); Scroll of Guidance (cr, 12 gp
5 sp), Scroll of Prestidigitation (cr, 12 gp 5 gp), Wand of Daze (cr, 375
gp); hoard total 4771 gp 5 sp
Secret (Search DC 25) Trapped and Unlocked Good Wooden Door (hard
5, 15 hp)

The door is concealed behind a statue of a noble king, and opened by


North stabbing a sword into his back
Entry
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
Room Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
#189 West
Entry
Leads to room #20, inhabited by 2 x Succubus
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,
60 hp)
South
Arrow Trap: CR 8; mechanical; Perception DC 26; Disable Device DC
Entry
26; Trigger location; Reset manual; Effect Atk +13 ranged (7d6/x3)

Leads to room #212, inhabited by 6 x Cloaker


Empty
Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 30,
break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)
North
Entry
The door is located near the ceiling and concealed behind an area of
mould
Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC
18; hard 5, 15 hp) (slides to one side, +1 to break DC)
West
Entry
Arrow Trap: CR 12; mechanical; Perception DC 26; Disable Device
DC 28; Trigger location; Reset manual; Effect Atk +12 ranged (10d6/x3)
Room
South Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
#190
Entry (slides up, +2 to break DC)
4 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses darkvision


Monster 60 ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-1
Dex, +12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5; Immune
acid, sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee bite +14
(1d8+7), 2 claws +14 (1d4+7); SA breath weapon (60-foot line of acid,
7d6 acid damage, Reflex DC 18 half), gaze (DC 18, see Basilisk); Str 24,
Dex 8, Con 21, Int 4, Wis 13, Cha 13; Base Atk +7, CMB +14, CMD 23
(31 vs. trip)

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 20 pp, 711 gp, 2615 sp, 14360 cp; Alabaster (10 gp), Amethyst
(110 gp), Chrysoprase (60 gp), Citrine (50 gp), Coral (110 gp), Jet (100
gp), Jet (120 gp), Lapis Lazuli (12 gp), Milky Quartz (55 gp), 2 x
Obsidian (7 gp), Obsidian (13 gp), Rhodochrosite (11 gp), Saltwater Pearl
(100 gp), Shell (11 gp), Smoky Quartz (65 gp), Zircon (50 gp); 2 x
Bronze flagon with warrior images (50 gp), Gold and silver hand mirror
(120 gp), 2 x Gold mask (450 gp), Gold statue of a dragon (110 gp),
Ivory bowl with animal carvings (40 gp); Masterwork Rapier (320 gp),
Masterwork Sai (301 gp); Light Wooden Shield (+1 shield) (1153 gp),
Oil of Mage Armor (cr, 50 gp), Oil of Magic Weapon (cr, 50 gp), Scroll
of Detect Chaos (cr, 25 gp), Scroll of Shield of Faith (cr, 25 gp), Wand of
Charm Person (cr, 750 gp); hoard total 6151 gp 1 sp
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #35
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Symbol of Panic: CR 11; magic; Perception DC 24; Disable Device


East DC 26; Trigger proximity (alarm); Reset none; Effect fear (panicked for
Entry 1d4 rounds, DC 18 Will save negates); multiple targets (all targets in a
10 ft. radius burst)

Leads to room #84


Room Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
#191
South The door is concealed within the mouth of a gargantuan skull carved
Entry from stone

Leads to room #347


Room The room has a high domed ceiling, The floor is covered in square tiles,
Features alternating white and black
4 x Doppelganger

Monster
Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid
(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,
touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);
Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2
claws +8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con
12, Int 13, Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change
shape (alter self), mimicry, perfect copy

Skills and Feats: Bluff +9 (+13 while using change shape ability),
Diplomacy +4, Disguise +9 (+29 while using change shape ability),
Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 33 pp, 278 gp, 261 sp, 830 cp; Alabaster (9 gp), Black Pearl
(550 gp), Bloodstone (60 gp), Chrysoberyl (80 gp), Jasper (45 gp),
Moonstone (60 gp), Peridot (40 gp), Pyrite (8 gp), Rhodochrosite (10
gp), Rhodochrosite (11 gp), Rhodochrosite (12 gp); Masterwork
Composite Shortbow (375 gp), Masterwork Light Crossbow (335 gp),
Masterwork Longsword (315 gp); Potion of Remove Fear (cr, 50 gp),
Scroll of Enlarge Person (cr, 25 gp); hoard total 2627 gp 4 sp
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
North
Contact Poison: CR 12; mechanical; Perception DC 26; Disable
Entry
Device DC 24; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28;
hard 8, 60 hp)

A trap door in the floor leads to a short tunnel beneath the wall
Room
#192 Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
South
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Leads to room #166, inhabited by 4 x Dracolisk


Room A shallow pit lies in the south-east corner of the room, A mural of
Features ghoulish carnage covers the ceiling
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
North
Entry
Leads to room #11, inhabited by 1 x Fire Giant
Room Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door
#193 (hard 5, 20 hp)
South
Entry
The door is concealed behind a tapestry of a demonic god
Falling Block: CR 10; mechanical; Perception DC 24; Disable
Device DC 24; Trigger location; Reset none; Effect Atk +14 melee
(11d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #295


4 x Troll

Troll: CR 5, XP 1600; CE Large Humanoid (giant); Init +2; Senses


darkvision 60 ft., low-light vision, scent; Perception +8; AC 16, touch
11, flat-footed 14; (+2 Dex, +5 natural, -1 size); hp 63 (6d8+36),
regeneration 5 (acid or fire); Fort +11, Ref +4, Will +3; Speed 30 ft.;
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5); Space 10 ft.; Reach 10 ft.;
SA rend (2 claws, 1d6+7); Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6;
Base Atk +4, CMB +10, CMD 22
Monster
Skills and Feats: Intimidate +9, Perception +8; Intimidating Prowess,
Iron Will, Skill Focus (Perception)

Treasure: 52 pp, 494 gp, 170 sp, 1100 cp; Masterwork Breastplate (350
gp), Masterwork Greataxe (320 gp), Masterwork Rapier (320 gp),
Masterwork Sap (301 gp); Potion of Endure Elements (cr, 50 gp), Potion
of Hide from Undead (cr, 50 gp), Potion of Levitate (cr, 300 gp), Potion
of Sanctuary (cr, 50 gp), Scroll of Summon Monster II (cr, 150 gp),
Scroll of Touch of Fatigue (cr, 12 gp 5 gp), Wand of Mage Hand (cr,
375 gp), Wand of Stabilize (cr, 375 gp); hoard total 3695 gp
Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break
DC 28; hard 10, 60 hp)

158 gp, 233 sp, 1420 cp; Agate (9 gp), Aquamarine (450 gp), Azurite
(13 gp), Jet (100 gp), Zircon (45 gp), Zircon (60 gp); Copper scepter
with gold inlay (50 gp), Crystal egg with silver stand (50 gp), Decorated
electrum plate (110 gp), Electrum censer with silver filigree (70 gp),
Hidden Gold bowl with dragon engravings (400 gp), Ivory drinking horn with
Treasure silver ends (110 gp), Mithral scepter with gold inlay (600 gp), 2 x
Ornate silver flute (80 gp), 2 x Polished darkwood chalice (50 gp),
Porcelain doll with furs and jewelry (80 gp), Set of six ivory dice (30
gp), Silver chalice with dragon carvings (150 gp), Silver egg with
dragon figurine (125 gp), 2 x Silver noble family seal (60 gp);
Masterwork darkwood lute (300 gp), Masterwork lyre (100 gp); Oil of
Purify Food and Drink (cr, 25 gp), Scroll of Blessing of Courage and
Life (apg, 150 gp), Scroll of Levitate (cr, 150 gp), Scroll of Speak with
Plants (cr, 375 gp), Wand of Cure Light Wounds (cr, 750 gp) (design
provides clue to function), Wand of Mending (cr, 375 gp), Wand of
Protection from Evil (cr, 750 gp); hoard total 6002 gp 5 sp
Secret (Search DC 30) Locked Stone Door (Open Lock DC 20, break DC
North 28; hard 8, 60 hp)
Entry
A trap door in the floor leads to a short tunnel beneath the wall
Secret (Search DC 30) Unlocked Iron Door (hard 10, 60 hp) (slides
down, +1 to break DC)
East
Entry
The door is located above a small stone dais and concealed behind a
tapestry of geometric patterns
South
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry
7 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3;


Senses all-around vision, darkvision 60 ft.; Perception +12; AC 19, touch
Room 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4,
#194 Will +5; DA amorphous; DR 5/bludgeoning; Immune critical hits,
precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus
grab); SA blood drain, engulf (6d4 damage plus 2 Con damage, AC 13,
hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10,
Dex 17, Con 24, Int 4, Wis 13, Cha 12; Base Atk +3, CMB +3 (+7
grapple), CMD 16 (can't be tripped)
Monster
Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon
Focus (bite)

Treasure: 56 pp, 567 gp, 180 sp, 700 cp; Carnelian (65 gp), Jet (80 gp),
Opal (500 gp), Sardonyx (55 gp); Masterwork Longspear (305 gp),
Masterwork Padded Armor (155 gp); Oil of Shillelagh (cr, 50 gp), Scroll
of Bull's Strength (cr, 150 gp), Scroll of Cat's Grace (cr, 150 gp), Scroll
of Flame Blade (cr, 150 gp), Scroll of Rope Trick (cr, 150 gp), Wand of
Alarm (cr, 750 gp) (design provides clue to function), Wand of Bless (cr,
750 gp), Wand of Shock Shield (uc, 750 gp) (inscription provides clue to
function), Wand of Touch of Fatigue (cr, 375 gp); hoard total 5587 gp
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
Room North
The door is located above a small stone dais and concealed behind a
#195 Entry #1
pile of skulls

Leads to room #402


Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 40,
break DC 25; hard 5, 20 hp)
North
The door is concealed behind a statue of an armored warrior, and
Entry #2
opened by moving his sword

Leads to room #341, inhabited by 1 x Young Red Dragon


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

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
West (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Entry for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Leads to room #420, inhabited by 1 x Fire Giant


Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)
East
Entry Ice Dart Trap: CR 10; magic; Perception DC 26; Disable Device DC
26; Trigger visual (arcane eye); Reset none; Effect Atk +12 ranged
(12d6 cold)
Trapped and Locked Strong Wooden Door (Open Lock DC 25, break
DC 25; hard 5, 20 hp)

South Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


Entry Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #113


Room Someone has scrawled "Gebada died here, didn't see it coming" on the
Features east wall, Several broken arrows are scattered throughout the room
9 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2;


Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12
Monster (+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will
+4; DA incorporeal, channel resistance +2; Immune undead traits; Speed
fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA
create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2,
CMB +4, CMD 17
Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4
in bright light); Dodge, Skill Focus (Perception)

Treasure: 240 gp, 100 sp; Aquamarine (550 gp), Black Pearl (500 gp),
Black Pearl (550 gp), Bloodstone (60 gp), Carnelian (45 gp), Coral (100
gp), Green Spinel (40 gp), Jade (100 gp), Red Spinel (50 gp), Rose
Quartz (35 gp), Saltwater Pearl (90 gp), Sard (50 gp), Sard (65 gp),
Topaz (350 gp), Tourmaline (80 gp), Zircon (45 gp); Masterwork
Warhammer (312 gp); Scroll of Spontaneous Immolation (uc, 150 gp),
Scroll of Stabilize (cr, 12 gp 5 sp), Wand of Entropic Shield (cr, 750 gp);
hoard total 4184 gp 5 sp
West Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry 10 hp)
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
East
Entry
Leads to room #383, inhabited by 3 x Giant Slug
South
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry #1
South
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Entry #2
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Contact Poison: CR 10; mechanical; Perception DC 24; Disable


South
Device DC 28; Trigger touch; Reset none; Effect contact poison (nitharit
Room Entry #3
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
#196
Leads to room #18, inhabited by 7 x Giant Scorpion
6 x Giant Scorpion

Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses


darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch 9, flat-
footed 16 (+7 armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1;
Monster
Immune mind-affecting effects; Speed 50 ft.; Melee 2 claws +6 (1d6+4
plus grab), sting +6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA
constrict (1d6+4); Str 19, Dex 10, Con 16, Int -, Wis 10, Cha 2; Base Atk
+3, CMB +8 (+12 grapple), CMD 18 (30 vs. trip)

Skills: Climb +8, Perception +4, Stealth +0


West Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
Room Entry 10 hp)
#197 Room A stone stair ascends towards the east wall, The sound of drums fills the
Features room
12 x Giant Scorpion

Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses


darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch 9, flat-
footed 16 (+7 armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1;
Monster
Immune mind-affecting effects; Speed 50 ft.; Melee 2 claws +6 (1d6+4
plus grab), sting +6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA
constrict (1d6+4); Str 19, Dex 10, Con 16, Int -, Wis 10, Cha 2; Base Atk
+3, CMB +8 (+12 grapple), CMD 18 (30 vs. trip)

Skills: Climb +8, Perception +4, Stealth +0


North Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry 20 hp)
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
East 20 hp)
Entry #1
Leads to room #260, inhabited by 7 x Wraith
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)

East Contact Poison: CR 12; mechanical; Perception DC 28; Disable


Entry #2 Device DC 24; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #401


Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5,
Room South 20 hp)
#198 Entry
The door is concealed within a mosaic of arcane patterns
1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Monster
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire); Space
10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str 31, Dex
9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22, CMD 31

Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 31 pp, 235 gp, 101 sp, 70 cp; Citrine (60 gp), Hematite (13 gp),
Rhodochrosite (9 gp), Rose Quartz (60 gp), Tigereye (9 gp); Light Steel
Shield (+1 shield) (1159 gp), Potion of Reduce Person (cr, 50 gp), Scroll
of Resist Energy (cr, 150 gp), Sling (+1 weapon) (2300 gp), Wand of
Magic Weapon (cr, 750 gp); hoard total 5115 gp 8 sp
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry
Leads to room #320
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard
Room 5, 15 hp) (slides down, +1 to break DC)
#199 East Entry
Leads to room #68
Room A toppled statue lies in the west side of the room, A sulphurous odor
Features fills the west side of the room
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West
Entry Arrow Trap: CR 10; mechanical; Perception DC 24; Disable Device
DC 26; Trigger location; Reset manual; Effect Atk +14 ranged (10d6/x3)
Secret (Search DC 25) Trapped and Stuck Iron Door (break DC 28; hard
10, 60 hp)

The door is concealed within an upright sarcophagus


Room East
#200 Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Entry
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #97


A magical statue in the south-west corner of the room answers questions
Room
with lies and falsehoods, Several pieces of torn paper are scattered
Features
throughout the room
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5,
15 hp)
Room North
The door is concealed within the mouth of a demonic face carved
#201 Entry
from stone

Leads to room #8, inhabited by 2 x Drider


Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC
40, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
West
The door is located above a small stone dais and concealed behind a
Entry
pile of skulls

Leads to room #259, inhabited by 11 x Wight


Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South
Entry #1
Leads to room #337, inhabited by 3 x Hill Giant
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
South
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry #2
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Room A stream of blood flows along a channel in the floor, A stone dais and
Features throne sits in the north side of the room
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

West Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


Entry Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East
Entry #1
Leads to room #65
East Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry #2 15 hp)
Room Trapped and Unlocked Iron Door (hard 10, 60 hp)
#202
Thunderstone Mine: CR 11; magic; Perception DC 24; Disable
South Device DC 24; Trigger location; Reset none; Effect thunder blast (10d6
Entry sonic damage, DC 16 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)

Leads to room #450, inhabited by 9 x Bugbear


Someone has scrawled "The line of Grace shall be hidden until the Walls
Room
of Souls are broken" in goblin runes on the east wall, A creaking sound
Features
fills the room
10 x Basidirond
Monster
Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light
vision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1
Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune
cold, plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10
(1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con
16, Int -, Wis 11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs. trip)

Treasure: 24 pp, 225 gp, 195 sp, 600 cp; Amber (90 gp), Aquamarine
(500 gp), Aquamarine (550 gp), Azurite (10 gp), Carnelian (55 gp),
Chrysoberyl (130 gp), Hematite (10 gp), Milky Quartz (50 gp), Onyx (60
gp), Sard (55 gp); Masterwork Chainmail (300 gp), Masterwork
Longbow (375 gp); Scroll of Protection from Law (cr, 25 gp), Wand of
Detect Poison (cr, 375 gp); hoard total 3075 gp 5 sp
Trapped and Unlocked Iron Door (hard 10, 60 hp)

Guillotine Blade: CR 9; mechanical; Perception DC 26; Disable


West
Device DC 22; Trigger location; Reset manual; Effect Atk +11 melee
Entry
(7d6/19-20)

Leads to room #115


Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
Room 18; hard 5, 15 hp)
#203
Rune of Dread: CR 10; magic; Perception DC 26; Disable Device DC
East
26; Trigger proximity (alarm); Reset none; Effect fear (frightened for 1d4
Entry
rounds, DC 18 Will save negates); multiple targets (all targets in a 10 ft.
radius burst)

Leads to room #366, inhabited by 4 x Aboleth


Empty
North Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry 20 hp)
Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to
break DC)
East
Room Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Entry
#204 Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
South Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry 10 hp)
Monster 5 x Spectre
Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7;
Senses darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.);
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); hp 52
(8d8+16); Fort +4, Ref +5, Will +9; DA incorporeal, channel resistance
+2; Weak resurrection vulnerability, sunlight powerlessness; Speed fly
80 ft. (perfect); Melee incorporeal touch +10 (1d8 plus energy drain);
SA create spawn, energy drain (2 levels, DC 16); Str -, Dex 16, Con -,
Int 14, Wis 16, Cha 15; Base Atk +6, CMB +6, CMD 21

Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11;
Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon
Focus (touch)

Treasure: 112 pp, 1050 gp, 30 sp; Amethyst (130 gp), 2 x Aquamarine
(600 gp), Bloodstone (60 gp), Chrysoprase (60 gp), Jet (100 gp), Lapis
Lazuli (12 gp), Milky Quartz (50 gp), Opal (550 gp), Peridot (45 gp),
Rhodochrosite (10 gp), Rose Quartz (45 gp), Sardonyx (45 gp),
Sardonyx (60 gp), Tourmaline (90 gp); Masterwork Greatclub (305 gp),
Masterwork Greatsword (350 gp), Masterwork Heavy Flail (315 gp);
Scroll of Barkskin (cr, 150 gp), Scroll of Glide (apg, 150 gp), Wand of
Detect Magic (cr, 375 gp), Wand of Magic Stone (cr, 750 gp); hoard
total 7025 gp
Scythe Blade: CR 9; mechanical; Perception DC 22; Disable Device DC
Trap 26; Trigger location; Reset manual; Effect Atk +11 melee (7d6/19-20);
multiple targets (all targets in a 5 ft. radius arc)
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC
30, break DC 15; hard 5, 10 hp)

Hidden
310 pp, 820 gp, 190 sp; Agate (9 gp), Hematite (12 gp), Ivory (50 gp),
Treasure
Obsidian (9 gp), Rhodochrosite (13 gp), Zircon (55 gp); Ivory drinking
horn with copper ends (60 gp), Painted paper fan with silver slats (20
gp), Silver hand mirror (75 gp); Oil of Arcane Mark (cr, 25 gp), Scroll
of Mirror Strike (uc, 25 gp); hoard total 4292 gp
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
North
Entry #1
Leads to room #450, inhabited by 9 x Bugbear
Room
#205 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5,
North 15 hp)
Entry #2
The door is located near the ceiling and concealed by an illusion
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East
Entry
Leads to room #3, inhabited by 3 x Hill Giant
9 x Wight

Wight: CR 3, XP 800; LE Medium Undead; Init +1; Senses darkvision


60 ft.; Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4
natural); hp 26 (4d8+8); Fort +3, Ref +2, Will +5; DA undead traits;
Weak resurrection vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1
plus energy drain); SA create spawn, energy drain (1 level, DC 14); Str
12, Dex 12, Con -, Int 11, Wis 13, Cha 15; Base Atk +3, CMB +4, CMD
15; SQ create spawn
Monster
Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception
+11, Stealth +16; Blind-Fight, Skill Focus (Perception)

Treasure: 225 gp, 150 sp, 1000 cp; Aquamarine (350 gp), Carnelian (50
gp), Garnet (70 gp), Garnet (100 gp), Onyx (50 gp), Rose Quartz (60 gp),
Topaz (350 gp), Zircon (65 gp); Masterwork Falchion (375 gp); Potion
of Cloak of Shade (apg, 50 gp), Scroll of Barkskin (cr, 150 gp), Scroll of
Burning Gaze (apg, 150 gp), Scroll of Invisibility (cr, 150 gp), Wand of
Magic Missile (cr, 750 gp), Wand of Ray of Frost (cr, 375 gp)
(inscription provides clue to function), Wand of Touch of Fatigue (cr,
375 gp); hoard total 3720 gp
Falling Block: CR 10; mechanical; Perception DC 28; Disable Device
Trap DC 28; Trigger location; Reset none; Effect Atk +12 melee (11d6);
multiple targets (all targets in a 10 ft. square area)
North Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
Entry #1 15 hp)
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard
8, 60 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


North
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
Room Entry #2
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
#206
multiple targets (all targets in a 60 ft. cone)

Leads to room #19, inhabited by 4 x Aboleth


Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
West 10 hp)
Entry #1
Leads to room #289
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 25,
break DC 25; hard 5, 20 hp)
West
Entry #2
The door is concealed within the mouth of a demonic face carved
from stone
Room Numerous pillars line the west wall, A pile of empty bottles lies in the
Features south-west corner of the room
11 x Doppelganger

Doppelganger: CR 3, XP 800; N Medium Monstrous Humanoid


(shapechanger); Init +1; Senses darkvision 60 ft.; Perception +9; AC 16,
touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural); hp 26 (4d10+4);
Fort +4, Ref +5, Will +6; Immune charm, sleep; Speed 30 ft.; Melee 2
claws +8 (1d8+4); SA spell-like abilities CL 18th; Str 18, Dex 13, Con
12, Int 13, Wis 14, Cha 13; Base Atk +4, CMB +8, CMD 20; SQ change
shape (alter self), mimicry, perfect copy

Skills and Feats: Bluff +9 (+13 while using change shape ability),
Monster Diplomacy +4, Disguise +9 (+29 while using change shape ability),
Perception +9, Sense Motive +6, Stealth +5; Dodge, Great Fortitude

Treasure: 27 pp, 335 gp, 130 sp, 1100 cp; Aquamarine (500 gp), Azurite
(12 gp), Carnelian (45 gp), Chrysoberyl (80 gp), Chrysoprase (60 gp),
Hematite (11 gp), Sard (40 gp), Sardonyx (50 gp); Crystal egg with
silver stand (50 gp), Gold and silver chess set (100 gp), Gold chess set
(500 gp), Polished darkwood chalice (50 gp), Silver cup with royal crest
(100 gp), Silver noble family seal (60 gp); Masterwork Heavy Crossbow
(350 gp); Potion of Guidance (cr, 25 gp), Scroll of Cure Serious Wounds
(cr, 375 gp), Scroll of Silent Image (cr, 25 gp), Scroll of Summon
Monster II (cr, 150 gp), Wand of Detect Poison (cr, 375 gp), Wand of
Message (cr, 375 gp); hoard total 3962 gp
North Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
Entry hp)
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
West 20 hp)
Entry
Room Leads to room #24
#207
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
South
Entry Arrow Trap: CR 12; mechanical; Perception DC 28; Disable Device
DC 28; Trigger location; Reset manual; Effect Atk +12 ranged (10d6/x3)
Empty
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp) (slides to one side, +1 to break DC)
North
Entry
The door is located near the ceiling and concealed behind a pile of
broken stone
West Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
Entry hp)
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
South falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Entry 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Room
#208 Leads to room #58
3 x Wraith

Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura
(30 ft.); AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47
(5d8+25); Fort +6, Ref +4, Will +6; DA channel resistance +2,
Monster incorporeal; Immune undead traits; Weak sunlight powerlessness; Speed
fly 60 ft. (good); Melee incorporeal touch +6 (1d6 negative energy plus
1d6 Con drain); SA create spawn; Str -, Dex 16, Con -, Int 14, Wis 14,
Cha 21; Base Atk +3, CMB +6, CMD 21

Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,
Combat Reflexes, Improved Initiative
East Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry 10 hp)
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
18; hard 5, 15 hp)
Room South
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
#209 Entry
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC
23 Fortitude negates after 24 hours)
10 x Basilisk
Monster
Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Senses
darkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-
footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will
+5; Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con
15, Int 2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)

Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great


Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 260 gp, 505 sp, 2050 cp; Alabaster (7 gp), Aquamarine (550
gp), Aquamarine (650 gp), Bloodstone (50 gp), Chrysoberyl (70 gp),
Chrysoberyl (130 gp), Chrysoprase (35 gp), Green Spinel (40 gp), Jet
(120 gp), Milky Quartz (35 gp), Sard (55 gp), Tigereye (9 gp), Topaz
(400 gp), Turquoise (9 gp), 2 x Zircon (60 gp); Masterwork Heavy
Wooden Shield (157 gp); Scroll of Air Bubble (uc, 25 gp), Scroll of
Create Water (cr, 12 gp 5 sp), Scroll of Sleep (cr, 25 gp), Wand of
Expeditious Retreat (cr, 750 gp) (design provides clue to function); hoard
total 3580 gp 5 sp
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
North
Entry The door is concealed behind a tapestry of arcane patterns

Leads to room #380, inhabited by 1 x Fire Giant


Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
South 5, 10 hp)
Entry
A bookcase and concealed door pivots smoothly
Room Room A ladder ascends to a balcony hanging from the south wall, The south
#210 Features and east walls are covered with cracks
10 x Adamantine Cobra

Adamantine Cobra: CR 3, XP 600; N Small Construct; Init +2; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 25, touch 13, flat-
Monster footed 23 (+2 Dex, +12 natural, +1 size); hp 20 (1d10+10+5); Fort +0,
Ref +2, Will +0; DR 10/-; Immune construct traits; SR 13; Speed 40 ft.;
Melee bite +3 (1d6+1 plus poison); Str 12, Dex 15, Con -, Int -, Wis 11,
Cha 1; Base Atk +1, CMB +1, CMD 13 (can't be tripped); SQ find target

Skills: Stealth +12


Room
West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
#211
One-way Door: CR 10; mechanical; Perception DC 28; Disable
Device DC 24

Leads to room #457


Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry The door is concealed by an illusion

Leads to room #97


Room The floor is covered in square tiles, alternating white and black, A
Features ruined siege weapon sits in the south side of the room
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)
North
Entry #1 Guillotine Blade: CR 8; mechanical; Perception DC 26; Disable
Device DC 24; Trigger location; Reset manual; Effect Atk +11 melee
(7d6/19-20)
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
North 10 hp)
Entry #2
Leads to room #115
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard
8, 60 hp)
North
Arrow Trap: CR 8; mechanical; Perception DC 26; Disable Device
Entry #3
DC 26; Trigger location; Reset manual; Effect Atk +13 ranged (7d6/x3)
Room
#212 Leads to room #189
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #51, inhabited by 7 x Troll
6 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses


darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Monster Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA
shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8 (1d6+5),
tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA
engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14; Base Atk
+4, CMB +10, CMD 23 (can't be tripped)
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge
(religion) +11, Perception +14, Sense Motive +8, Stealth +8; Combat
Reflexes, Improved Initiative, Skill Focus (Perception)

Treasure: 54 pp, 720 gp, 530 sp, 900 cp; Azurite (9 gp), Deep Blue
Spinel (120 gp), Hematite (10 gp), Onyx (45 gp), Onyx (50 gp), Opal
(500 gp), Rose Quartz (50 gp), Sard (40 gp), Smoky Quartz (40 gp),
Topaz (400 gp), Tourmaline (130 gp); Masterwork Dagger (302 gp),
Masterwork Longsword (315 gp), Masterwork Rapier (320 gp); Oil of
Animate Rope (cr, 50 gp), Oil of Purify Food and Drink (cr, 25 gp),
Scroll of Burning Hands (cr, 25 gp), Scroll of Invisibility (cr, 150 gp),
Scroll of Protection from Law (cr, 25 gp), Scroll of Resistance (cr, 12 gp
5 sp), Wand of Burning Hands (cr, 750 gp), Wand of Detect Magic (cr,
375 gp); hoard total 5065 gp 5 sp
Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC
25, break DC 18; hard 5, 15 hp)

106 pp, 973 gp, 340 sp, 800 cp; Agate (8 gp), Black Pearl (600 gp),
Ivory (45 gp), Jasper (50 gp), Lapis Lazuli (8 gp), Malachite (10 gp),
Obsidian (9 gp), Saltwater Pearl (100 gp), Zircon (50 gp), Zircon (60
Hidden
gp); Bronze flagon with warrior images (50 gp), Carved jade idol (80
Treasure
gp), Engraved jade scarab (85 gp), Ivory drinking horn with silver ends
(110 gp), Polished darkwood chalice (50 gp), Silver baby rattle (50 gp),
Silver holy symbol (25 gp); Masterwork darkwood lute (300 gp); Scroll
of Heroism (cr, 375 gp), Scroll of Identify (cr, 25 gp), Scroll of Keen
Senses (apg, 25 gp), Scroll of Mage Armor (cr, 25 gp), Wand of Detect
Poison (cr, 375 gp), Wand of Mage Hand (cr, 375 gp); hoard total 4965
gp
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC
25; hard 5, 20 hp)
North
Rune of Confusion: CR 11; magic; Perception DC 24; Disable Device
Entry
DC 26; Trigger proximity (alarm); Reset none; Effect confusion
(confused for 1d4 rounds, DC 18 Will save negates); multiple targets (all
targets in a 10 ft. radius burst)
Room
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up,
#213
+2 to break DC)
West
Entry #1 Falling Block: CR 9; mechanical; Perception DC 24; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +13 melee (7d6);
multiple targets (all targets in a 10 ft. square area)
West Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry #2 10 hp)
Leads to room #375
Empty
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


North Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
Entry #1 (cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #242, inhabited by 2 x Flesh Golem


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

North Thunderstone Mine: CR 12; magic; Perception DC 28; Disable


Entry #2 Device DC 24; Trigger location; Reset none; Effect thunder blast (12d6
sonic damage, DC 14 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)
Trapped and Unlocked Stone Door (hard 8, 60 hp)

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


West Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Room Entry none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
#214 electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #236, inhabited by 11 x Violet Fungus


Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC
East 25, break DC 15; hard 5, 10 hp)
Entry
A bookcase and concealed door pivots smoothly
South Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry 10 hp)
Room Spirals of green stones cover the floor, Someone has scrawled "The
Features Hammers of Lagduf killed a white dragon here" on the west wall
3 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses


Monster
darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA
shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8 (1d6+5),
tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA
engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14; Base Atk
+4, CMB +10, CMD 23 (can't be tripped)

Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge


(religion) +11, Perception +14, Sense Motive +8, Stealth +8; Combat
Reflexes, Improved Initiative, Skill Focus (Perception)

Treasure: 105 gp, 126 sp, 20 cp; Amethyst (90 gp), Black Pearl (400 gp),
Obsidian (9 gp), Sard (60 gp), Sardonyx (65 gp), Shell (7 gp), Tigereye
(9 gp); Masterwork Light Hammer (301 gp), Masterwork Light Mace
(305 gp), Masterwork Longsword (315 gp), Masterwork Quarterstaff
(600 gp), Masterwork Scythe (318 gp); Scroll of Fox's Cunning (cr, 150
gp), Scroll of See Invisibility (cr, 150 gp), Wand of Open/Close (cr, 375
gp); hoard total 3271 gp 8 sp
East Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Acid Spray: CR 8; magic; Perception DC 26; Disable Device DC


South
26; Trigger visual (true seeing); Reset none; Effect acid spray (7d6 acid
Entry #1
Room damage, DC 16 Reflex save for half damage)
#215
Leads to room #240, inhabited by 2 x Succubus
South
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Entry #2
Room A group of draconic faces have been carved into the west wall, A round
Features table and round table sit in the east side of the room
West Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
Entry 10 hp) (slides to one side, +1 to break DC)
Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break
DC 13; hard 5, 10 hp)

The door is concealed behind a statue of an ancient lich, and opened


by pressing runes on his staff
Room East
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
#216 Entry #1
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep
pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all
targets in a 10 ft. square area)

Leads to room #127


East
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Entry #2
Contact Poison: CR 11; mechanical; Perception DC 28; Disable
Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #259, inhabited by 11 x Wight


South Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry (slides to one side, +1 to break DC)
8 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3;


Senses all-around vision, darkvision 60 ft.; Perception +12; AC 19, touch
13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4,
Will +5; DA amorphous; DR 5/bludgeoning; Immune critical hits,
precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus
grab); SA blood drain, engulf (6d4 damage plus 2 Con damage, AC 13,
hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10,
Monster
Dex 17, Con 24, Int 4, Wis 13, Cha 12; Base Atk +3, CMB +3 (+7
grapple), CMD 16 (can't be tripped)

Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon
Focus (bite)

Treasure: 116 gp, 420 sp, 1800 cp; Amethyst (80 gp), Lapis Lazuli (10
gp), Milky Quartz (60 gp), Peridot (65 gp), Pyrite (8 gp), Smoky Quartz
(55 gp), Topaz (550 gp); Dagger (+2 weapon) (8302 gp), Scroll of
Diagnose Disease (um, 25 gp); hoard total 9331 gp
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


North
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Entry
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #449


Room Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
#217 East 10 hp) (slides up, +2 to break DC)
Entry
Leads to room #329
A wooden ladder rests against the north wall, Someone has scrawled
Room
"The Golden Court shall be found when the Gate of Storms is opened"
Features
on the south wall
8 x Gargoyle
Monster
Gargoyle: CR 4, XP 1200; CE Medium Monstrous Humanoid (earth);
Init +6; Senses darkvision 60 ft.; Perception +5; AC 16, touch 12, flat-
footed 14 (+2 Dex, +4 natural); hp 42 (5d10+15); Fort +4, Ref +6, Will
+4; DR 10/magic; Speed 40 ft., fly 60 ft. (average); Melee 2 claws +7
(1d6+2), bite +7 (1d4+2), gore +7 (1d4+2); Str 15, Dex 14, Con 16, Int
6, Wis 11, Cha 7; Base Atk +5, CMB +7, CMD 19; SQ freeze

Skills and Feats: Fly +12, Perception +5, Stealth +11 (+17 in stony
areas); Hover, Improved Initiative, Skill Focus (Fly)

Treasure: 70 gp, 230 sp, 1800 cp; Moonstone (65 gp), Peridot (50 gp);
Masterwork Light Pick (304 gp), Masterwork Longspear (305 gp),
Masterwork Rapier (320 gp); Longbow (+1 weapon) (sheds light) (2375
gp), Mithral Shirt (1100 gp), Potion of Resistance (cr, 25 gp), Potion of
Virtue (cr, 25 gp), Scroll of Grease (cr, 25 gp), Scroll of Produce Flame
(cr, 25 gp); hoard total 4730 gp
Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30,
West break DC 25; hard 5, 20 hp)
Entry #1
The door is concealed within a mosaic of vile acts
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard
8, 60 hp)

Room West Magic Missle Trap: CR 11; magic; Perception DC 26; Disable
#218 Entry #2 Device DC 26; Trigger proximity (alarm); Reset none; Effect magic
missile (7d6 force damage); never miss

Leads to room #414, inhabited by 1 x Greater Shadow


Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
South
Entry
Leads to room #274, inhabited by 10 x Giant Scorpion
Empty
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides down, +1 to break DC)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Room West
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
#219 Entry #1
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Leads to room #176, inhabited by 14 x Shadow


West Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry #2 10 hp)
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
East
Entry
The door is concealed behind a statue of Death, and opened by
placing a coin in his open hand
Room Someone has scrawled "door, left, door, door, left" on the north wall, A
Features charred wooden shield lies in the south-west corner of the room
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
North
Entry A bookcase and concealed door pivots smoothly

Leads to room #57, inhabited by 13 x Rust Monster


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

Rune of Hypnosis: CR 8; magic; Perception DC 24; Disable Device


West DC 22; Trigger proximity (alarm); Reset none; Effect hypnosis
Entry (fascinated for 1d4 rounds, DC 16 Will save negates); multiple targets (all
targets in a 10 ft. radius burst)

Leads to room #41


East
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry
Room Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
#220
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep
South
pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Entry
for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all
targets in a 10 ft. square area)

Leads to room #304, inhabited by 4 x Ochre Jelly


11 x Derro

Derro: CR 3, XP 800; CE Small Humanoid (derro); Init +6; Senses


Monster darkvision 60 ft.; Perception +0; AC 17, touch 13, flat-footed 15 (+2
armor, +2 Dex, +2 natural, +1 size); hp 25 (3d8+12); Fort +5, Ref +3,
Will +6; SR 14; Weak vulnerability to sunlight; Speed 20 ft.; Melee short
sword +5 (1d4) or aklys +5 (1d6); Ranged repeating light crossbow +5
(1d6/19-20 plus poison) or aklys +5 (1d6); SA sneak attack +1d6, spell-
like abilities CL 3rd; Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16; Base
Atk +2, CMB +1, CMD 13; SQ madness, poison use

Skills and Feats: Perception +0, Stealth +9; Improved Initiative, Weapon
Finesse

Treasure: 49 gp, 323 sp, 980 cp; Bloodstone (50 gp), Green Spinel (35
gp), 2 x Rhodochrosite (9 gp), Shell (9 gp); Heavy Steel Shield (+1
shield) (1170 gp), Scroll of Sanctuary (cr, 25 gp), Sizzling Arrow (1516
gp) (sheds light); hoard total 2914 gp 1 sp
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break
DC 25; hard 5, 20 hp)

North Falling Block: CR 11; mechanical; Perception DC 26; Disable


Entry Device DC 24; Trigger location; Reset none; Effect Atk +16 melee
(11d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #304, inhabited by 4 x Ochre Jelly


Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
West (slides down, +1 to break DC)
Entry #1
A bookcase and concealed door pivots smoothly
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40,
Room break DC 18; hard 5, 15 hp)
#221 West
Entry #2 The door is concealed behind a pile of broken stone

Leads to room #246


Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
East Entry
Leads to room #42, inhabited by 1 x Young Silver Dragon
Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
South
A bookcase and concealed door pivots smoothly
Entry
Leads to room #21, inhabited by 2 x Cloaker
Room A set of demonic war masks hangs on the west wall, A large kiln and
Features coal bin sit in the south-west corner of the room
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room West
#222 Entry The door is located near the ceiling and opened by tracing an unholy
symbol
East Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry #1 10 hp)
Trapped and Locked Simple Wooden Door (Open Lock DC 30, break
DC 15; hard 5, 10 hp) (slides up, +2 to break DC)
East
Rune of Hypnosis: CR 11; magic; Perception DC 28; Disable
Entry #2
Device DC 24; Trigger proximity (alarm); Reset none; Effect hypnosis
(fascinated for 1d4 rounds, DC 16 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)
South
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry #1
Trapped and Unlocked Iron Door (hard 10, 60 hp)

Falling Block: CR 12; mechanical; Perception DC 26; Disable


South
Device DC 28; Trigger location; Reset none; Effect Atk +12 melee
Entry #2
(11d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #313, inhabited by 5 x Succubus


Room A stack of oil-filled barrels stands against the north wall, A sundered
Features helm lies in the west side of the room
North Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13;
hard 5, 10 hp)
East Entry
The door is located above a small stone dais and concealed within
a mosaic of a legendary battle
South Entry
Room Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
#1
#223
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
South Entry
The door is concealed within an upright sarcophagus
#2
Leads to room #306
Room An iron chandelier hangs from the ceiling in the north-east corner of
Features the room, A swarm of crawling insects covers the floor
Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1
to break DC)
North
Room Entry #1
One-way Door: CR 11; mechanical; Perception DC 24; Disable
#224 Device DC 26
North
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Entry #2
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
West 20 hp) (slides up, +2 to break DC)
Entry
Leads to room #230, inhabited by 4 x Giant Slug
2 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses


darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4
rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10
natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-; Immune
undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14
(1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15;
Base Atk +6, CMB +13, CMD 23
Monster
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)

Treasure: 25 pp, 238 gp, 479 sp, 2080 cp; Alabaster (10 gp), Carnelian
(50 gp), Freshwater Pearl (11 gp); Masterwork Shortsword (310 gp);
Potion of Protection from Chaos (cr, 50 gp), Scroll of Silent Image (cr,
25 gp), Scroll of Web (cr, 150 gp), Wand of Dancing Lights (cr, 375
gp), Wand of Ghost Sound (cr, 375 gp) (design provides clue to
function); hoard total 1912 gp 7 sp
Symbol of Hypnosis: CR 12; magic; Perception DC 28; Disable Device
DC 28; Trigger proximity (alarm); Reset none; Effect hypnosis (dazed
Trap
for 1d4 rounds, DC 18 Will save negates); multiple targets (all targets in
a 10 ft. radius burst)
Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC
20, break DC 15; hard 5, 10 hp)

Hidden
340 pp, 1446 gp, 260 sp, 1100 cp; Agate (9 gp), Freshwater Pearl (8 gp),
Treasure
Ivory (50 gp), Jasper (65 gp), Malachite (12 gp), Obsidian (8 gp), Rock
Quartz (12 gp), Sard (45 gp), Tigereye (8 gp); Polished darkwood
chalice (50 gp), Silver statue of a dragon (65 gp); Potion of Shield of
Faith (cr, 50 gp); hoard total 5265 gp
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13;
hard 5, 10 hp)
North
Entry
The door is concealed behind a statue of Death, and opened by
placing a coin in his open hand
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard
West Entry
5, 20 hp)
Secret (Search DC 25) Locked Iron Door (Open Lock DC 20, break
Room DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
#225 East Entry
A bookcase and concealed door pivots smoothly

Leads to room #453, inhabited by 2 x Hill Giant


Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South
Entry
Leads to room #87, inhabited by 3 x Drider
Room A chute falls into the room from above, Various torture devices are
Features scattered throughout the room
West Entry
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
#1
West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard
Room #2 5, 10 hp)
#226
A magical pool in the south-east corner of the room ages whomever
Room
drinks from it (but only once), A narrow ledge runs along the south and
Features
west walls
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
North 10 hp)
Entry
Leads to room #235
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


West Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Room Entry #1 (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
#227 for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
West
Entry #2 The door is concealed behind a statue of Death, and opened by
placing a coin in his open hand
Teleporter Crystal: CR 10; magic; Perception DC 26; Disable Device
DC 24; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 18 Will save negates)

Leads to room #5
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


East Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Room A mural of ghoulish carnage covers the ceiling, A large kiln and coal bin
Features sit in the south side of the room
12 x Basilisk

Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-
footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will
+5; Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con
15, Int 2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)

Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great


Fortitude, Iron Will, Skill Focus (Perception)
Monster
Treasure: 29 pp, 318 gp, 190 sp; Aquamarine (600 gp), Citrine (60 gp),
Lapis Lazuli (12 gp), Milky Quartz (50 gp), Obsidian (11 gp), Onyx (60
gp), Saltwater Pearl (120 gp), Tigereye (10 gp), Tigereye (12 gp),
Turquoise (9 gp); Masterwork Shortbow (330 gp), Masterwork
Shortsword (310 gp), Masterwork Trident (315 gp); Potion of Cure Light
Wounds (cr, 50 gp), Potion of Delay Poison (cr, 300 gp), Scroll of Bleed
(cr, 12 gp 5 sp), Scroll of Deathwatch (cr, 25 gp), Scroll of
Prestidigitation (cr, 12 gp 5 gp), Scroll of Resist Energy (cr, 150 gp),
Wand of Bless (cr, 750 gp), Wand of Mount (cr, 750 gp); hoard total
4575 gp 5 sp
Secret (Search DC 25) Trapped and Stuck Iron Door (break DC 28; hard
10, 60 hp)

Room North The door is concealed behind a statue of an ancient lich, and opened
#228 Entry by pressing runes on his staff

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #385


West
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry
East Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
Entry hp)
South Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry 10 hp) (slides down, +1 to break DC)
4 x Flesh Golem

Flesh Golem: CR 7, XP 3200; N Large Construct; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-
Monster
footed 20; (-1 Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref
+2, Will +3; DR 5/adamantine; Immune construct traits, magic; Speed 30
ft.; Melee 2 slams +13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA berserk;
Str 20, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +9, CMB +15, CMD
24
Trapped and Locked Simple Wooden Door (Open Lock DC 40, break
DC 15; hard 5, 10 hp)

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


North
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Entry #1
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #379


Trapped and Unlocked Stone Door (hard 8, 60 hp)
Room
#229 Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
North
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
Entry #2
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
East Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry #1 20 hp)
East
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry #2
Room A chute falls into the room from above, A group of draconic faces have
Features been carved into the north wall
Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break
DC 28; hard 10, 60 hp)

257 gp, 189 sp, 1060 cp; Agate (8 gp), Amethyst (110 gp), Azurite (8
gp), Black Pearl (550 gp), Bloodstone (35 gp), Freshwater Pearl (8 gp),
Garnet (90 gp), Moonstone (45 gp), Sardonyx (45 gp), Topaz (450 gp),
Zircon (40 gp); Bronze flagon with warrior images (50 gp), Bronze
statuette of a warrior (15 gp), Copper brazier with religious markings
Hidden (50 gp), Decorated gold plate (700 gp), Gold chess set (500 gp), Gold
Treasure mask (450 gp), Gold statue of a dragon (110 gp), Ivory drinking horn
with silver ends (110 gp), Polished darkwood chalice (50 gp), Porcelain
mask (40 gp), 2 x Set of six silver dice (75 gp), Silver and glass decanter
(75 gp), Silver brazier with religious markings (80 gp), Silver hand
mirror (75 gp), 2 x Silver holy symbol (25 gp), Silver noble family seal
(60 gp); Potion of Resistance (cr, 25 gp), Potion of Touch of the Sea
(apg, 50 gp), Scroll of Cause Fear (cr, 25 gp), Scroll of Spiritual
Weapon (cr, 150 gp), Wand of Flare (cr, 375 gp) (inscription provides
clue to function), Wand of Ray of Enfeeblement (cr, 750 gp); hoard total
5615 gp 5 sp
North Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry 20 hp)
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
East 20 hp) (slides up, +2 to break DC)
Entry #1
Leads to room #224, inhabited by 2 x Mummy
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

East Rune of Dread: CR 10; magic; Perception DC 24; Disable Device


Entry #2 DC 24; Trigger proximity (alarm); Reset none; Effect fear (frightened
for 1d4 rounds, DC 16 Will save negates); multiple targets (all targets in
Room a 10 ft. radius burst)
#230 Someone has scrawled "When sea becomes sky and the Seal of
Room
Nightmares fails, the Ring of Ashes shall be destroyed" on the south
Features
wall, The sound of rushing water can be faintly heard near the east wall
4 x Giant Slug

Giant Slug: CR 8, XP 4800; N Huge Vermin; Init -4; Senses blindsight


Monster 60 ft.; Perception +0; AC 20, touch 4, flat-footed 20; (-4 Dex, +16
natural, -2 size); hp 102 (12d8+48); Fort +12, Ref +0, Will +4; DR
10/slashing or piercing Immune acid, mind-affecting effects; Weak
susceptible to salt; Speed 20 ft.; Melee tongue +15 (2d10+12 plus 2d8
acid); Ranged spit acid +3 (10d6 acid); Space 15 ft.; Reach 15 ft.; Str 27,
Dex 2, Con 18, Int -, Wis 10, Cha 1; Base Atk +9, CMB +19, CMD 25
(can't be tripped); SQ malleable
Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC
West 30, break DC 15; hard 5, 10 hp)
Entry #1
The door is concealed within an upright sarcophagus
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

West Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


Entry #2 Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Trapped and Unlocked Stone Door (hard 8, 60 hp)

Falling Block: CR 10; mechanical; Perception DC 26; Disable


East
Device DC 24; Trigger location; Reset none; Effect Atk +16 melee
Entry
(12d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #384, inhabited by 5 x Hill Giant


Room The floor is covered in square tiles, alternating white and black, A stack
Features of rotting wooden crates stands against the east wall
Room
8 x Wight
#231

Wight: CR 3, XP 800; LE Medium Undead; Init +1; Senses darkvision


60 ft.; Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4
natural); hp 26 (4d8+8); Fort +3, Ref +2, Will +5; DA undead traits;
Weak resurrection vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1
plus energy drain); SA create spawn, energy drain (1 level, DC 14); Str
12, Dex 12, Con -, Int 11, Wis 13, Cha 15; Base Atk +3, CMB +4, CMD
15; SQ create spawn
Monster
Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception
+11, Stealth +16; Blind-Fight, Skill Focus (Perception)

Treasure: 32 pp, 381 gp, 90 sp; Ivory (50 gp), Jet (100 gp), Moonstone
(50 gp), Topaz (550 gp); Potion of Fox's Cunning (cr, 300 gp), Potion of
Keen Senses (apg, 50 gp), Scroll of Darkvision (cr, 150 gp), Scroll of
Delay Poison (cr, 150 gp), Scroll of Fire Trap (cr, 175 gp), Scroll of
Inflict Light Wounds (cr, 25 gp), Scroll of Web (cr, 150 gp), Wand of
Compel Hostility (uc, 750 gp), Wand of Ghost Sound (cr, 375 gp), Wand
of Sleep (cr, 750 gp); hoard total 4335 gp
Room North Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (magically
#232 Entry reinforced, +10 to break DC)
Thunderstone Mine: CR 8; magic; Perception DC 22; Disable
Device DC 22; Trigger location; Reset none; Effect thunder blast (8d6
sonic damage, DC 16 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)

Leads to room #247


Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 25,
West break DC 18; hard 5, 15 hp)
Entry #1
A bookcase and concealed door pivots smoothly
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
West 20 hp)
Entry #2
Leads to room #42, inhabited by 1 x Young Silver Dragon
Secret (Search DC 25) Trapped and Stuck Strong Wooden Door (break
DC 23; hard 5, 20 hp)
South
The door is concealed behind an area of fungus
Entry
One-way Door: CR 12; mechanical; Perception DC 24; Disable
Device DC 26
Room A stone stair ascends towards the east wall, A bent dagger lies in the east
Features side of the room
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
North
Entry #1
The door is located above a small stone dais and concealed behind
an area of mould
North Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard
Entry #2 5, 20 hp) (slides up, +2 to break DC)
Room Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard
#233 5, 10 hp)
East Entry
Leads to room #349
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard
South 5, 20 hp)
Entry
Leads to room #359, inhabited by 1 x Fire Giant
Empty
Room North
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
#234 Entry
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC
18; hard 5, 15 hp)

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


East Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
Entry #1 deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #165


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

East Falling Block: CR 8; mechanical; Perception DC 26; Disable Device


Entry #2 DC 24; Trigger location; Reset none; Effect Atk +13 melee (7d6);
multiple targets (all targets in a 10 ft. square area)

Leads to room #405


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

South Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


Entry #1 Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
South Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
Entry #2 15 hp)
5 x Spectre

Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.);
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16);
Fort +4, Ref +5, Will +9; DA incorporeal, channel resistance +2; Weak
resurrection vulnerability, sunlight powerlessness; Speed fly 80 ft.
(perfect); Melee incorporeal touch +10 (1d8 plus energy drain); SA
Monster create spawn, energy drain (2 levels, DC 16); Str -, Dex 16, Con -, Int 14,
Wis 16, Cha 15; Base Atk +6, CMB +6, CMD 21

Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11;
Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon
Focus (touch)

Treasure: 230 pp, 2254 gp, 400 sp, 1300 cp; Freshwater Pearl (11 gp),
Green Spinel (65 gp), Ivory (55 gp), Lapis Lazuli (10 gp), Moonstone
(50 gp), Opal (550 gp), Saltwater Pearl (70 gp), Sardonyx (45 gp), Shell
(11 gp), Tigereye (8 gp); Masterwork Padded Armor (155 gp); Scroll of
Comprehend Languages (cr, 25 gp), Scroll of Hold Portal (cr, 25 gp),
Wand of Inflict Light Wounds (cr, 750 gp) (design provides clue to
function); hoard total 6437 gp
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Teleporter Crystal: CR 10; magic; Perception DC 24; Disable


West
Device DC 28; Trigger touch; Reset none; Effect teleport (teleported
Entry
one level down, DC 16 Will save negates)

Leads to room #299, inhabited by 1 x Fire Giant


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

East Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


Entry #1 Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
Room effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half
#235 damage); multiple targets (all targets in a 60 ft. cone)
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
East
Falling Block: CR 12; mechanical; Perception DC 24; Disable
Entry #2
Device DC 24; Trigger location; Reset none; Effect Atk +14 melee
(10d6); multiple targets (all targets in a 10 ft. square area)
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
South 10 hp)
Entry
Leads to room #227, inhabited by 12 x Basilisk
Room A tile mosaic of legendary monsters covers the floor, Someone has
Features scrawled "Frinarv stands here, slain by a basilisk" on the west wall
Trapped and Unlocked Stone Door (hard 8, 60 hp)

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


East Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Entry none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
Room Leads to room #214, inhabited by 3 x Cloaker
#236
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp)
South
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Leads to room #175, inhabited by 7 x Kyton
11 x Violet Fungus

Violet Fungus: CR 3, XP 800; N Medium Plant; Init -1; Senses low-light


vision; Perception +0; AC 15, touch 9, flat-footed 15 (-1 Dex, +6
natural); hp 30 (4d8+12); Fort +7, Ref +0, Will +1; Immune plant traits;
Speed 10 ft.; Melee 4 tentacles +4 (1d4+1 plus rot); Space 5 ft.; Reach 10
Monster
ft.; Str 12, Dex 8, Con 16, Int -, Wis 11, Cha 9; Base Atk +3, CMB +4,
CMD 13

Treasure: 31 pp, 370 gp; Black Pearl (350 gp), Coral (100 gp), Jasper (50
gp), Smoky Quartz (45 gp); Masterwork Greataxe (320 gp); Potion of
Magic Fang (cr, 50 gp), Potion of Protection from Arrows (cr, 300 gp),
Scroll of Endure Elements (cr, 25 gp); hoard total 1920 gp
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp)
North
Entry Guillotine Blade: CR 12; mechanical; Perception DC 28; Disable
Device DC 24; Trigger location; Reset manual; Effect Atk +12 melee
(11d6/19-20)
Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 20,
break DC 25; hard 5, 20 hp) (magically reinforced, +10 to break DC)
West
The door is concealed within the mouth of a demonic face carved
Entry
from stone

Leads to room #455


Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard
Room 8, 60 hp)
#237
South
One-way Door: CR 10; mechanical; Perception DC 26; Disable
Entry
Device DC 26

Leads to room #341, inhabited by 1 x Young Red Dragon


A forge and anvil sit in the east side of the room, Someone has scrawled
Room
"The Fellowship of the Jade Sword killed a black dragon here" in
Features
dwarvish runes on the east wall
7 x Gibbering Mouther

Monster
Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3;
Senses all-around vision, darkvision 60 ft.; Perception +12; AC 19, touch
13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4,
Will +5; DA amorphous; DR 5/bludgeoning; Immune critical hits,
precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus
grab); SA blood drain, engulf (6d4 damage plus 2 Con damage, AC 13,
hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10,
Dex 17, Con 24, Int 4, Wis 13, Cha 12; Base Atk +3, CMB +3 (+7
grapple), CMD 16 (can't be tripped)

Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon
Focus (bite)

Treasure: 33 pp, 173 gp, 20 sp; Bloodstone (40 gp), Rhodochrosite (13
gp), Tigereye (8 gp); 2 x Masterwork Longsword (315 gp); Banded Mail
(+1 armor) (1400 gp), Light Flail (+1 weapon) (sheds light) (2308 gp);
hoard total 4904 gp
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #269
East Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry #1 20 hp)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East One-way Door: CR 11; mechanical; Perception DC 26; Disable


Entry #2 Device DC 28

Leads to room #184, inhabited by 11 x Wight


Room Someone has scrawled "straight, straight, left, right" in dwarvish runes
Features on the east wall, A ring of keys lies in the north-west corner of the room
Room
11 x Shadow
#238

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2;


Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12
(+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will
+4; DA incorporeal, channel resistance +2; Immune undead traits; Speed
fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA
Monster
create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2,
CMB +4, CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4
in bright light); Dodge, Skill Focus (Perception)

Treasure: 65 pp, 499 gp, 61 sp, 50 cp; Agate (11 gp), Aquamarine (400
gp), Aquamarine (550 gp), Chrysoprase (50 gp), Coral (90 gp), Coral
(100 gp), Onyx (60 gp), Rock Quartz (10 gp), Rose Quartz (35 gp), Rose
Quartz (50 gp), Sard (65 gp); Masterwork Heavy Wooden Shield (157
gp), Masterwork Quarterstaff (600 gp), Masterwork Warhammer (312
gp); Scroll of Bull's Strength (cr, 150 gp), Wand of Create Water (cr, 375
gp); hoard total 4170 gp 6 sp
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)
West
Thunderstone Mine: CR 8; magic; Perception DC 26; Disable
Entry
Device DC 26; Trigger location; Reset none; Effect thunder blast (9d6
sonic damage, DC 12 Fort save for half damage); multiple targets (all
Room targets in a 10 ft. radius burst)
#239 Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
South
The door is concealed behind an area of slime
Entry
Leads to room #160, inhabited by 1 x Young Silver Dragon
Room A stream of quicksilver flows along a channel in the floor, Several
Features pieces of torn paper are scattered throughout the room
North Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry #1 15 hp)
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Acid Spray: CR 8; magic; Perception DC 26; Disable Device DC 26;


North
Trigger visual (true seeing); Reset none; Effect acid spray (7d6 acid
Entry #2
damage, DC 16 Reflex save for half damage)

Leads to room #215


West Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry #1 20 hp)
Room
#240 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides
down, +1 to break DC)
West
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Entry #2
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open
Lock DC 20, break DC 18; hard 5, 15 hp)
East
Entry
The door is concealed within a mosaic of geometric patterns
Thunderstone Mine: CR 11; magic; Perception DC 24; Disable
Device DC 26; Trigger location; Reset none; Effect thunder blast (10d6
sonic damage, DC 16 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)
2 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,


extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84
(8d10+40); Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune
electricity, fire, poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly
50 ft. (average); Melee 2 claws +11 (1d6+1); SA energy drain, profane
gift, spell-like abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14,
Monster
Cha 27; Base Atk +8, CMB +11, CMD 22; SQ change shape (alter self,
Small or Medium humanoid)

Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21,
Sense Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron
Will, Weapon Finesse

Treasure: 39 pp, 160 gp; Scroll of Flame Strike (cr, 700 gp), Wand of
Sound Burst (cr, 4500 gp); hoard total 5750 gp
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp) (magically reinforced, +10 to break DC)

Thunderstone Mine: CR 10; magic; Perception DC 24; Disable


West
Device DC 28; Trigger location; Reset none; Effect thunder blast (10d6
Entry
sonic damage, DC 14 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)

Leads to room #31, inhabited by 4 x Succubus


Room Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
#241
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
East falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
Entry 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #100


Monster 8 x Giant Scorpion
Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses
darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch 9, flat-
footed 16 (+7 armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1;
Immune mind-affecting effects; Speed 50 ft.; Melee 2 claws +6 (1d6+4
plus grab), sting +6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA
constrict (1d6+4); Str 19, Dex 10, Con 16, Int -, Wis 10, Cha 2; Base Atk
+3, CMB +8 (+12 grapple), CMD 18 (30 vs. trip)

Skills: Climb +8, Perception +4, Stealth +0


Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
North 10 hp)
Entry #1
Leads to room #177
Trapped and Locked Simple Wooden Door (Open Lock DC 40, break
DC 15; hard 5, 10 hp)
North
Entry #2 Teleporter Crystal: CR 10; magic; Perception DC 28; Disable Device
DC 28; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 14 Will save negates)
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


East
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Entry
Room none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
#242 electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #342


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

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


South Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
Entry (cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #214, inhabited by 3 x Cloaker


A magical pool in the center of the room grants beauty to whomever
Room
offers a prayer to a god of fate (but only once), Several empty bottles are
Features
scattered throughout the room
2 x Flesh Golem
Monster
Flesh Golem: CR 7, XP 3200; N Large Construct; Init -1; Senses
darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-
footed 20; (-1 Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref
+2, Will +3; DR 5/adamantine; Immune construct traits, magic; Speed
30 ft.; Melee 2 slams +13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA
berserk; Str 20, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +9, CMB
+15, CMD 24
Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC
West 20, break DC 15; hard 5, 10 hp)
Entry #1
The door is concealed by an illusion
West Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry #2 15 hp)
South Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry 10 hp)
4 x Black Pudding
Room
#243
Black Pudding: CR 7, XP 3200; N Huge Ooze; Init -5; Senses blindsight
60 ft.; Perception -5; AC 3, touch 3, flat-footed 3 (-2 size, -5 Dex); hp
105 (10d8+60); Fort +9, Ref -2, Will -2; DA split, ooze traits; Speed 20
Monster ft., climb 20 ft.; Melee slam +8 (2d6+4 plus 2d6 acid plus grab); Space
15 ft.; Reach 10 ft.; SA constrict (2d6+4 plus 2d6 acid), corrosion; Str
16, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +7, CMB +12 (+16
grapple), CMD 17 (27 vs. bull rush, can't be tripped); SQ ooze traits,
suction

Skills: Climb +11


Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
North 20 hp)
Entry
Leads to room #16
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
East 10 hp)
Room Entry
#244 Leads to room #354
South Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry 15 hp)
Room A sloped pit lined with iron spikes lies in the south-east corner of the
Features room, A dagger hilt lies in the south side of the room
4 x Flesh Golem
Monster
Flesh Golem: CR 7, XP 3200; N Large Construct; Init -1; Senses
darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-
footed 20; (-1 Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref
+2, Will +3; DR 5/adamantine; Immune construct traits, magic; Speed
30 ft.; Melee 2 slams +13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA
berserk; Str 20, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +9, CMB
+15, CMD 24
Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break
DC 23; hard 5, 20 hp)

North The door is concealed behind a statue of an armored warrior, and


Entry opened by moving his sword

One-way Door: CR 12; mechanical; Perception DC 24; Disable


Device DC 28
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #313, inhabited by 5 x Succubus
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
South
Entry
The door is located above a small stone dais and concealed by an
illusion
Room
#245 10 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3;


Senses all-around vision, darkvision 60 ft.; Perception +12; AC 19, touch
13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4,
Will +5; DA amorphous; DR 5/bludgeoning; Immune critical hits,
precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus
grab); SA blood drain, engulf (6d4 damage plus 2 Con damage, AC 13,
Monster
hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10,
Dex 17, Con 24, Int 4, Wis 13, Cha 12; Base Atk +3, CMB +3 (+7
grapple), CMD 16 (can't be tripped)

Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon
Focus (bite)

Treasure: 35 gp, 120 sp; Battleaxe (+1 weapon, Shock) (8310 gp), Scroll
of Levitate (cr, 150 gp), Scroll of Shield of Faith (cr, 25 gp), Wand of
Detect Law (cr, 750 gp) (inscription provides clue to function); hoard
total 9282 gp
Trapped and Unlocked Iron Door (hard 10, 60 hp)

Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


West Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
Entry #1 effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #162


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

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


Room West Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
#246 Entry #2 none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #370


Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
East
Entry The door is concealed behind a pile of broken stone

Leads to room #221


Room A forge and anvil sit in the east side of the room, Someone has scrawled
Features "The walls listen" in orcish runes on the east wall
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp) (slides up, +2 to break DC)

Contact Poison: CR 9; mechanical; Perception DC 22; Disable Device


East
DC 24; Trigger touch; Reset none; Effect contact poison (malyass root
Entry
paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1
save])
Room
#247 Leads to room #248
Secret (Search DC 20) Locked Iron Door (Open Lock DC 20, break DC
28; hard 10, 60 hp)
South
Entry The door is located near the ceiling and concealed behind a tapestry of
#1 arcane patterns

Leads to room #34, inhabited by 1 x Young Red Dragon


Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
South
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Entry
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
#2
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (magically
reinforced, +10 to break DC)

South Thunderstone Mine: CR 8; magic; Perception DC 22; Disable Device


Entry DC 22; Trigger location; Reset none; Effect thunder blast (8d6 sonic
#3 damage, DC 16 Fort save for half damage); multiple targets (all targets in
a 10 ft. radius burst)

Leads to room #232


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

Rune of Hypnosis: CR 10; magic; Perception DC 26; Disable Device


North
DC 26; Trigger proximity (alarm); Reset none; Effect hypnosis
Entry
(fascinated for 1d4 rounds, DC 16 Will save negates); multiple targets (all
#1
targets in a 10 ft. radius burst)

Leads to room #126


Secret (Search DC 20) Trapped and Locked Stone Door (Open Lock DC
30, break DC 28; hard 8, 60 hp)

The door is located several feet above the floor and designed to make
noise when opened
North
Room
Entry
#248 Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
#2
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #326, inhabited by 1 x Young Silver Dragon


Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp) (slides up, +2 to break DC)

West Contact Poison: CR 9; mechanical; Perception DC 22; Disable Device


Entry DC 24; Trigger touch; Reset none; Effect contact poison (malyass root
paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1
save])
Leads to room #247
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
East
Entry
The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths
Trapped and Unlocked Stone Door (hard 8, 60 hp)

South Contact Poison: CR 9; mechanical; Perception DC 26; Disable Device


Entry DC 24; Trigger touch; Reset none; Effect contact poison (malyass root
paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1
save])
Empty
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
North
Entry
Leads to room #432
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device


East
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of
Entry
cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
Room targets (all targets in a 60 ft. cone)
#249
Leads to room #142, inhabited by 1 x Clay Golem
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Fire Spray: CR 10; magic; Perception DC 24; Disable Device DC 24;


South
Trigger proximity (alarm); Reset none; Effect fire spray (11d6 fire
Entry
damage, DC 14 Reflex save for half damage)

Leads to room #121, inhabited by 2 x Dracolisk


Empty
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp) (slides up, +2 to break DC)
North
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
Room Entry
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
#250 none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
East
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Entry
Teleporter Crystal: CR 10; magic; Perception DC 28; Disable Device
DC 26; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 18 Will save negates)
Numerous pillars line the north and east walls, Someone has scrawled
Room
"Anger Ginsi fell here, her song has ended" in goblin runes on the south
Features
wall
1 x Young Red Dragon

Young Red Dragon: CR 10, XP 9600; CE Large Dragon (fire); Init +5;
Senses dragon senses, smoke vision; Perception +15; AC 22, touch 10,
flat-footed 21 (+1 Dex, +12 natural, -1 size); hp 115 (11d12+44); Fort
+11, Ref +8, Will +10; Immune fire, paralysis, sleep; Weak vulnerability
to cold; Speed 40 ft., fly 200 ft. (poor); Melee bite +17 (2d6+10), 2
claws +17 (1d8+7), 2 wings +12 (1d6+3), tail slap +12 (1d8+10); Space
10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon (40-ft. cone, DC
19, 6d10 fire), spell-like abilities CL 11th; Spells CL 1st; Str 25, Dex 12,
Con 19, Int 12, Wis 13, Cha 12; Base Atk +11, CMB +19, CMD 30 (34
vs. trip)

Monster Skills and Feats: Appraise +15, Bluff +15, Fly +9, Intimidate +15,
Perception +15, Sense Motive +15, Stealth +11; Cleave, Improved
Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike

Treasure: 382 pp, 2690 gp, 170 sp, 2300 cp; Amber (130 gp),
Aquamarine (550 gp), Carnelian (55 gp), Sard (40 gp), Sardonyx (45
gp), Smoky Quartz (45 gp); Carved ivory scroll case (60 gp), Decorated
electrum plate (110 gp), Gold and mithral chess set (1000 gp), Gold
chalice with griffon carvings (600 gp), Gold holy symbol (100 gp), Gold
puzzle box (500 gp), Painting of a noblewoman (50 gp), Platinum
cauldron with odd symbols (1100 gp), Platinum idol with mysterious
markings (5000 gp), Silver holy symbol (25 gp); Masterwork Greataxe
(320 gp), Masterwork Quarterstaff (600 gp); Potion of Shield of Faith
(cr, 50 gp), Potion of Virtue (cr, 25 gp), Scroll of Message (cr, 12 gp 5
sp), Scroll of Unseen Servant (cr, 25 gp); hoard total 16992 gp 5 sp
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5,
15 hp)
West
Room Entry A bookcase and concealed door pivots smoothly
#251
Leads to room #438
South Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break
Entry #1 DC)
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
South Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Entry #2 15 hp)
Room A narrow pit covered by iron bars lies in the center of the room, Various
Features torture devices are scattered throughout the room
12 x Rust Monster

Rust Monster: CR 3, XP 800; N Medium Aberration; Init +3; Senses


darkvision 60 ft., scent metals 90 ft.; Perception +12; AC 18, touch 13,
flat-footed 15 (+3 Dex, +5 natural); hp 27 (5d8+5); Fort +2, Ref +4, Will
+5; Speed 40 ft., climb 10 ft.; Melee bite +6 (1d3), antennae +6 touch
(rust); Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8; Base Atk +3, CMB
Monster +3, CMD 16 (20 vs. trip)

Skills and Feats: Climb +8, Perception +12; Ability Focus (rust), Skill
Focus (Perception), Weapon Finesse

Treasure: 56 pp, 448 gp, 30 sp; Amber (90 gp), Azurite (8 gp),
Bloodstone (65 gp), Chrysoprase (55 gp), Citrine (50 gp), Opal (550 gp),
Rhodochrosite (7 gp); Scroll of Mirror Image (cr, 150 gp), Wand of
Bless Weapon (cr, 750 gp); hoard total 2736 gp
North
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
15 hp)
West Entry
Room
#252 Leads to room #134
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
South
Entry
The door is concealed within a mosaic of geometric patterns
Empty
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Room North
#253 Entry Rune of Fear: CR 8; magic; Perception DC 24; Disable Device DC
22; Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4
rounds, DC 14 Will save negates); multiple targets (all targets in a 10 ft.
radius burst)

Leads to room #406, inhabited by 2 x Nabasu


Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
West (slides down, +1 to break DC)
Entry
Leads to room #301, inhabited by 10 x Shadow
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
8, 60 hp) (magically reinforced, +10 to break DC)

Thunderstone Mine: CR 8; magic; Perception DC 24; Disable Device


South
DC 22; Trigger location; Reset none; Effect thunder blast (9d6 sonic
Entry
damage, DC 12 Fort save for half damage); multiple targets (all targets
in a 10 ft. radius burst)

Leads to room #343


Room Numerous pillars line the east wall, A weapon rack and weapon rack sit
Features in the north side of the room
8 x Violet Fungus

Violet Fungus: CR 3, XP 800; N Medium Plant; Init -1; Senses low-light


vision; Perception +0; AC 15, touch 9, flat-footed 15 (-1 Dex, +6
natural); hp 30 (4d8+12); Fort +7, Ref +0, Will +1; Immune plant traits;
Speed 10 ft.; Melee 4 tentacles +4 (1d4+1 plus rot); Space 5 ft.; Reach
Monster 10 ft.; Str 12, Dex 8, Con 16, Int -, Wis 11, Cha 9; Base Atk +3, CMB
+4, CMD 13

Treasure: 61 gp, 40 sp; Garnet (120 gp), Opal (450 gp), Peridot (40 gp),
Rhodochrosite (10 gp), Sard (60 gp), Sard (65 gp), Turquoise (10 gp);
Masterwork Composite Longbow (+4 Str bonus) (800 gp); Scroll of
Mage Armor (cr, 25 gp), Wand of Charm Person (cr, 750 gp); hoard total
2395 gp
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)

North Acid Spray: CR 12; magic; Perception DC 24; Disable Device DC


Room Entry 26; Trigger proximity (alarm); Reset none; Effect acid spray (12d6 acid
#254 damage, DC 16 Reflex save for half damage)

Leads to room #164, inhabited by 10 x Basilisk


West Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
Entry #1 8, 60 hp)
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
Secret (Search DC 25) Trapped and Unlocked Stone Door (hard 8, 60
hp)

The door is located above a small stone dais and designed to make
noise when opened
West
Entry #2
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
East Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry 20 hp)
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
South 10 hp)
Entry
Leads to room #317
Room Several square holes are cut into the south wall, The floor is covered in
Features perfect hexagonal tiles
1 x Clay Golem

Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-
Monster
footed 24 (-1 Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4,
Ref +3, Will +4; DR 10/adamantine and bludgeoning; Immune construct
traits, magic; Speed 20 ft.; Melee 2 slams +19 (2d10+7 plus cursed
wound); Space 10 ft.; Reach 10 ft.; SA berserk, haste; Str 24, Dex 9, Con
-, Int -, Wis 11, Cha 1; Base Atk +13, CMB +21, CMD 30
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Trap
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
North
Room Entry
#255 Leads to room #150
East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Contact Poison: CR 11; mechanical; Perception DC 24; Disable
Device DC 24; Trigger touch; Reset none; Effect contact poison
(nitharit [contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con,
1 save])
Room Several square holes are cut into the north and south walls, Several
Features pieces of rotten fruit are scattered throughout the room
Trapped and Unlocked Stone Door (hard 8, 60 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device


West DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of
Entry cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)

Leads to room #184, inhabited by 11 x Wight


Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
East
Entry
A bookcase and concealed door pivots smoothly
15 x Derro

Derro: CR 3, XP 800; CE Small Humanoid (derro); Init +6; Senses


darkvision 60 ft.; Perception +0; AC 17, touch 13, flat-footed 15 (+2
armor, +2 Dex, +2 natural, +1 size); hp 25 (3d8+12); Fort +5, Ref +3,
Room Will +6; SR 14; Weak vulnerability to sunlight; Speed 20 ft.; Melee short
#256 sword +5 (1d4) or aklys +5 (1d6); Ranged repeating light crossbow +5
(1d6/19-20 plus poison) or aklys +5 (1d6); SA sneak attack +1d6, spell-
like abilities CL 3rd; Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16; Base
Atk +2, CMB +1, CMD 13; SQ madness, poison use

Skills and Feats: Perception +0, Stealth +9; Improved Initiative, Weapon
Monster
Finesse

Treasure: 25 pp, 412 gp, 370 sp, 800 cp; Jade (100 gp), Moonstone (50
gp), Onyx (60 gp), Opal (400 gp), Sard (45 gp), Shell (9 gp), Turquoise
(12 gp); Masterwork Hide (165 gp), Masterwork Longbow (375 gp),
Masterwork Sap (301 gp), Masterwork Scale Mail (200 gp); Oil of
Arcane Mark (cr, 25 gp), Oil of Mage Armor (cr, 50 gp), Oil of Magic
Weapon (cr, 50 gp), Potion of Fox's Cunning (cr, 300 gp), Potion of Jump
(cr, 50 gp), Potion of Keen Senses (apg, 50 gp), Potion of Protection from
Chaos (cr, 50 gp), Potion of Resistance (cr, 25 gp), Potion of Stabilize (cr,
25 gp), Potion of Virtue (cr, 25 gp), Scroll of Know Direction (cr, 12 gp 5
sp), Scroll of Light (cr, 12 gp 5 gp), Scroll of Owl's Wisdom (cr, 150 gp),
Scroll of Rope Trick (cr, 150 gp), Wand of Detect Secret Doors (cr, 750
gp), Wand of Goodberry (cr, 750 gp), Wand of Touch of Fatigue (cr, 375
gp); hoard total 5273 gp 5 sp
North
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Entry #1
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
North
Electrified Lock: CR 11; magic; Perception DC 24; Disable Device
Entry #2
DC 28; Trigger touch; Reset none; Effect electric shock (10d6 electricity
damage, DC 16 Reflex save for half damage)
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
8, 60 hp) (slides up, +2 to break DC)
West
Entry Electrified Lock: CR 10; magic; Perception DC 28; Disable Device
DC 24; Trigger touch; Reset none; Effect electric shock (12d6 electricity
damage, DC 16 Reflex save for half damage)
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


East Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
Entry (cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Room Leads to room #318, inhabited by 3 x Hill Giant


#257
Room Someone has scrawled "Explosive runes" on the south wall, A sundered
Features helm lies in the west side of the room
4 x Ghost

Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,


incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17,
touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73
(7d8+42); Fort +7, Ref +5, Will +7; DA channel resistance +4,
incorporeal, rejuvenation; Immune undead traits; Speed fly 30 ft.
(perfect); Melee corrupting touch +6 (7d6, Fort. DC 18 half); SA
Monster frightful moan (DC 18); Str -, Dex 12, Con -, Int 10, Wis 11, Cha 20;
Base Atk +5, CMB +5, CMD 22

Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)
+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, Improved
Initiative, Iron Will, Lightning Reflexes, Toughness

Treasure: 56 pp, 725 gp, 170 sp, 1130 cp; Aquamarine (450 gp), Black
Pearl (450 gp), Citrine (40 gp), Garnet (110 gp), Garnet (120 gp), Green
Spinel (45 gp), Jet (90 gp), Moonstone (55 gp), Moonstone (65 gp), Rose
Quartz (55 gp), Smoky Quartz (60 gp), Topaz (450 gp); Masterwork
Greatsword (350 gp), Masterwork Longsword (315 gp), Masterwork
Nunchaku (302 gp), Masterwork Sling (300 gp); Scroll of Fire Breath
(apg, 150 gp), Scroll of Protection from Law (cr, 25 gp), Scroll of Resist
Energy (cr, 150 gp), Wand of Bane (cr, 750 gp), Wand of Cure Light
Wounds (cr, 750 gp), Wand of Purify Food and Drink (cr, 375 gp); hoard
total 6770 gp 3 sp
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break
DC 25; hard 5, 20 hp)
West
Entry #1 Contact Poison: CR 11; mechanical; Perception DC 24; Disable
Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
West
Entry #2 The door is located above a small stone dais and concealed behind an
area of slime
Trapped and Unlocked Iron Door (hard 10, 60 hp)

East Arrow Trap: CR 9; mechanical; Perception DC 26; Disable Device


Entry DC 24; Trigger location; Reset manual; Effect Atk +15 ranged (8d6/x3)

Leads to room #168, inhabited by 2 x Dire Bear


Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
8, 60 hp)
Room
#258 South Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry #1 Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #351, inhabited by 2 x Succubus


Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
South 15 hp)
Entry #2
Leads to room #165
Room A carved stone statue stands in the south-west corner of the room, A
Features briny odor fills the west side of the room
10 x Derro

Monster Derro: CR 3, XP 800; CE Small Humanoid (derro); Init +6; Senses


darkvision 60 ft.; Perception +0; AC 17, touch 13, flat-footed 15 (+2
armor, +2 Dex, +2 natural, +1 size); hp 25 (3d8+12); Fort +5, Ref +3,
Will +6; SR 14; Weak vulnerability to sunlight; Speed 20 ft.; Melee
short sword +5 (1d4) or aklys +5 (1d6); Ranged repeating light crossbow
+5 (1d6/19-20 plus poison) or aklys +5 (1d6); SA sneak attack +1d6,
spell-like abilities CL 3rd; Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha
16; Base Atk +2, CMB +1, CMD 13; SQ madness, poison use

Skills and Feats: Perception +0, Stealth +9; Improved Initiative, Weapon
Finesse

Treasure: 55 pp, 430 gp; Masterwork Breastplate (350 gp), Masterwork


Sling (300 gp); Oil of Light (cr, 25 gp), Potion of Protection from Law
(cr, 50 gp), Potion of Resist Fire (3rd) (cr, 300 gp), Potion of Resistance
(cr, 25 gp), Potion of Virtue (cr, 25 gp), Scroll of Erase (cr, 25 gp),
Scroll of Protection from Law (cr, 25 gp), Wand of Dancing Lights (cr,
375 gp), Wand of Ill Omen (apg, 750 gp), Wand of Stabilize (cr, 375 gp)
(design provides clue to function); hoard total 3605 gp
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
North
Entry
Leads to room #127
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Contact Poison: CR 11; mechanical; Perception DC 28; Disable


West
Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
Entry
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #216, inhabited by 8 x Gibbering Mouther


Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC
40, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
Room East
The door is located above a small stone dais and concealed behind a
#259 Entry
pile of skulls

Leads to room #201


Room Someone has scrawled a drawing of a sword on the west wall, A corpse
Features lies in front of an open chest in the south-east corner of the room
11 x Wight

Wight: CR 3, XP 800; LE Medium Undead; Init +1; Senses darkvision


Monster
60 ft.; Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4
natural); hp 26 (4d8+8); Fort +3, Ref +2, Will +5; DA undead traits;
Weak resurrection vulnerability; Speed 30 ft.; Melee slam +4 (1d4+1
plus energy drain); SA create spawn, energy drain (1 level, DC 14); Str
12, Dex 12, Con -, Int 11, Wis 13, Cha 15; Base Atk +3, CMB +4, CMD
15; SQ create spawn

Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception


+11, Stealth +16; Blind-Fight, Skill Focus (Perception)

Treasure: 50 pp, 618 gp; Amethyst (120 gp), Opal (400 gp), Red Spinel
(60 gp), Smoky Quartz (55 gp); Masterwork Longsword (315 gp); Oil of
Mage Armor (cr, 50 gp), Potion of Hide from Undead (cr, 50 gp), Scroll
of Hideous Laughter (cr, 150 gp), Scroll of Pass without Trace (cr, 25
gp), Scroll of See Invisibility (cr, 150 gp), Wand of Prestidigitation (cr,
375 gp), Wand of Spark (apg, 375 gp) (inscription provides clue to
function); hoard total 3243 gp
Rune of Confusion: CR 10; magic; Perception DC 28; Disable Device
DC 28; Trigger proximity (alarm); Reset none; Effect confusion
Trap
(confused for 1d4 rounds, DC 14 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)
Hidden (Search DC 20) Trapped and Unlocked Strong Wooden Chest
(hard 5, 20 hp)

Poisoned Arrow Trap: CR 9; mechanical; Perception DC 26; Disable


Device DC 22; Trigger location; Reset manual; Effect Atk +13 ranged
(3d6/x3 plus large scorpion venom [injury, Fort DC 17, 1/rd. for 6 rds.,
1d2 Str, 1 save])

28 pp, 483 gp, 587 sp, 2300 cp; Black Pearl (500 gp), Bloodstone (45
Hidden
gp), Carnelian (65 gp), Chrysoberyl (90 gp), Citrine (50 gp), Hematite
Treasure
(9 gp), Jet (100 gp), Lapis Lazuli (11 gp), Onyx (50 gp), Opal (450 gp),
Opal (550 gp), Rose Quartz (50 gp), Sardonyx (55 gp), Tourmaline (120
gp); Bronze flagon with warrior images (50 gp), Crystal skull (80 gp),
Decorated silver plate (60 gp), Elaborate silver wind chimes (60 gp),
Engraved gold scarab (75 gp), Engraved jade scarab (85 gp), 2 x Gold
chalice with griffon carvings (600 gp), Ivory drinking horn with copper
ends (60 gp), Polished darkwood chalice (50 gp), 2 x Silver brazier with
religious markings (80 gp), Silver comb with ornate handle (75 gp), 2 x
Silver holy symbol (25 gp), Silver noble family seal (60 gp); Scroll of
Detect Evil (cr, 25 gp), Scroll of Mirror Image (cr, 150 gp), Wand of
Detect Magic (cr, 375 gp); hoard total 5604 gp 7 sp
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
(magically reinforced, +10 to break DC)
Room West
#260 Entry #1
The door is located above a small stone dais and concealed by an
illusion
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
West 20 hp)
Entry #2
Leads to room #198, inhabited by 1 x Fire Giant
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
South 15 hp)
Entry
Leads to room #401
Room An iron chandelier hangs from the ceiling in the north side of the room,
Features Someone has scrawled "Praise Eunismund" on the south wall
7 x Wraith

Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura
(30 ft.); AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47
(5d8+25); Fort +6, Ref +4, Will +6; DA channel resistance +2,
Monster incorporeal; Immune undead traits; Weak sunlight powerlessness; Speed
fly 60 ft. (good); Melee incorporeal touch +6 (1d6 negative energy plus
1d6 Con drain); SA create spawn; Str -, Dex 16, Con -, Int 14, Wis 14,
Cha 21; Base Atk +3, CMB +6, CMD 21

Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-
Fight, Combat Reflexes, Improved Initiative
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC
25, break DC 15; hard 5, 10 hp)

35 pp, 490 gp, 445 sp, 1780 cp; Amber (100 gp), Black Pearl (350 gp),
Black Pearl (550 gp), Chrysoberyl (110 gp), Chrysoprase (55 gp),
Citrine (40 gp), Freshwater Pearl (7 gp), Jade (120 gp), Jasper (50 gp),
Jasper (60 gp), Lapis Lazuli (10 gp), Opal (400 gp), Opal (550 gp),
Hidden Rock Quartz (8 gp), Saltwater Pearl (80 gp), Sardonyx (55 gp), Smoky
Treasure Quartz (45 gp), Zircon (45 gp), 2 x Zircon (50 gp); Bronze statuette of a
warrior (15 gp), Carved ivory scroll case (60 gp), Copper brazier with
religious markings (50 gp), Decorated gold plate (700 gp), Painting of a
princess (100 gp), Silver bowl with lion engravings (75 gp), Silver
candelabra with holy symbol (75 gp), Silver chess set (50 gp), Silver
statue of a dragon (65 gp); Potion of Sanctuary (cr, 50 gp), Scroll of
Silent Image (cr, 25 gp), Scroll of Sound Burst (cr, 150 gp), Wand of
Arcane Mark (cr, 375 gp) (inscription provides clue to function); hoard
total 5427 gp 3 sp
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
North
Entry #1
Leads to room #108
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
North
Entry #2 The door is concealed behind an area of fungus

Leads to room #413, inhabited by 7 x Mummy


Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Room
#261 West
Falling Block: CR 12; mechanical; Perception DC 24; Disable
Entry
Device DC 24; Trigger location; Reset none; Effect Atk +12 melee
(11d6); multiple targets (all targets in a 10 ft. square area)
Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

South The door is concealed behind a statue of a medusa, and opened by


Entry uncovering her eyes

Leads to room #388, inhabited by 1 x Fire Giant


Empty
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
North
Entry
Leads to room #269
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
West (slides up, +2 to break DC)
Entry #1
Leads to room #141, inhabited by 5 x Wight
Trapped and Locked Simple Wooden Door (Open Lock DC 40, break
DC 15; hard 5, 10 hp)
West
Room Entry #2 Falling Block: CR 12; mechanical; Perception DC 28; Disable
#262 Device DC 26; Trigger location; Reset none; Effect Atk +12 melee
(10d6); multiple targets (all targets in a 10 ft. square area)
East
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
18; hard 5, 15 hp)
South
Earthmaw Trap: CR 8; magic; Perception DC 22; Disable Device DC
Entry
24; Trigger location; Reset none; Effect earthmaw (7d6 damage, DC 16
Reflex save for half damage)
Leads to room #289
10 x Troll

Troll: CR 5, XP 1600; CE Large Humanoid (giant); Init +2; Senses


darkvision 60 ft., low-light vision, scent; Perception +8; AC 16, touch
11, flat-footed 14; (+2 Dex, +5 natural, -1 size); hp 63 (6d8+36),
regeneration 5 (acid or fire); Fort +11, Ref +4, Will +3; Speed 30 ft.;
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5); Space 10 ft.; Reach 10 ft.;
SA rend (2 claws, 1d6+7); Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6;
Base Atk +4, CMB +10, CMD 22

Skills and Feats: Intimidate +9, Perception +8; Intimidating Prowess,


Iron Will, Skill Focus (Perception)
Monster
Treasure: 265 gp, 140 sp; Aquamarine (400 gp), Bloodstone (45 gp),
Bloodstone (60 gp), Carnelian (50 gp), Chrysoberyl (130 gp), Citrine (45
gp), 2 x Citrine (55 gp), Coral (100 gp), Jasper (60 gp), Jet (120 gp),
Opal (400 gp), Sard (40 gp), Topaz (500 gp), Topaz (550 gp),
Tourmaline (100 gp); Masterwork Breastplate (350 gp), Masterwork
Chain Shirt (250 gp), Masterwork Dagger (302 gp), Masterwork Glaive
(308 gp), Masterwork Hide (165 gp), Masterwork Light Crossbow (335
gp), Masterwork Longsword (315 gp); Oil of Arcane Mark (cr, 25 gp),
Oil of Mage Armor (cr, 50 gp), Potion of Hide from Animals (cr, 50 gp),
Potion of Resistance (cr, 25 gp), Potion of Virtue (cr, 25 gp), Scroll of
Charm Person (cr, 25 gp), Scroll of Touch of the Sea (apg, 25 gp), Wand
of Divine Favor (cr, 750 gp), Wand of Virtue (cr, 375 gp); hoard total
6364 gp
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
North
Entry
The door is concealed behind a tapestry of ghoulish carnage
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp) (slides up, +2 to break DC)

Room Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


West
#263 Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Entry
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #338, inhabited by 6 x Mummy


East Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
Entry 18; hard 5, 15 hp)
Fire Spray: CR 10; magic; Perception DC 24; Disable Device DC
26; Trigger proximity (alarm); Reset none; Effect fire spray (11d6 fire
damage, DC 14 Reflex save for half damage)

Leads to room #6, inhabited by 6 x Doppelganger


Room The ceiling is covered with crystalline stalactites, Several pieces of
Features broken glass are scattered throughout the room
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Contact Poison: CR 10; mechanical; Perception DC 24; Disable


North
Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
Entry
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #119, inhabited by 12 x Violet Fungus


Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
West
Entry Guillotine Blade: CR 8; mechanical; Perception DC 24; Disable
#1 Device DC 22; Trigger location; Reset manual; Effect Atk +13 melee
(8d6/19-20)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
West
Room Rune of Confusion: CR 10; magic; Perception DC 24; Disable Device
Entry
#264 DC 26; Trigger proximity (alarm); Reset none; Effect confusion (confused
#2
for 1d4 rounds, DC 18 Will save negates); multiple targets (all targets in a
10 ft. radius burst)
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
East
Earthmaw Trap: CR 10; magic; Perception DC 28; Disable Device DC
Entry
28; Trigger location; Reset none; Effect earthmaw (11d6 damage, DC 18
Reflex save for half damage)
Trapped and Unlocked Iron Door (hard 10, 60 hp)

South Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


Entry Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
Empty
West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard
Room #1 5, 15 hp)
#265 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard
#2 5, 15 hp)
Empty
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
North 10 hp)
Entry #1
Leads to room #39, inhabited by 3 x Cloaker
North
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Entry #2
Trapped and Unlocked Iron Door (hard 10, 60 hp)

Arrow Trap: CR 11; mechanical; Perception DC 28; Disable Device


East
DC 28; Trigger location; Reset manual; Effect Atk +12 ranged
Entry
Room (11d6/x3)
#266
Leads to room #409, inhabited by 9 x Violet Fungus
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)
South
Entry #1 Guillotine Blade: CR 12; mechanical; Perception DC 26; Disable
Device DC 26; Trigger location; Reset manual; Effect Atk +12 melee
(12d6/19-20)
South
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Entry #2
Empty
Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC
28; hard 10, 60 hp)
North
Entry
The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East
Thunderstone Mine: CR 11; magic; Perception DC 28; Disable Device
Entry
DC 26; Trigger location; Reset none; Effect thunder blast (12d6 sonic
Room #1
damage, DC 14 Fort save for half damage); multiple targets (all targets in
#267 a 10 ft. radius burst)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Fire Spray: CR 12; magic; Perception DC 28; Disable Device DC 24;
Entry Trigger visual (arcane eye); Reset none; Effect fire spray (12d6 fire
#2 damage, DC 16 Reflex save for half damage)

Leads to room #281


Empty
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
(slides down, +1 to break DC)
East Entry
A bookcase and section of wall pivots smoothly
Room
#268 Leads to room #403
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard
South Entry
5, 20 hp)
Room The walls have been engraved with geometric patterns, A rusted chain
Features shirt lies in the north side of the room
North
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
West
Entry #1
The door is concealed behind a statue of a noble king, and opened by
stabbing a sword into his back
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC
25; hard 5, 20 hp)

West Contact Poison: CR 10; mechanical; Perception DC 26; Disable


Room Entry #2 Device DC 24; Trigger touch; Reset none; Effect contact poison (nitharit
#269 [contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #369


Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #238, inhabited by 11 x Shadow
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South
Entry
Leads to room #262, inhabited by 10 x Troll
Empty
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides down, +1 to break DC)

The door is concealed behind a tapestry of ancient mythology


Room North
#270 Entry Fire Spray: CR 9; magic; Perception DC 22; Disable Device DC 24;
Trigger proximity (alarm); Reset none; Effect fire spray (7d6 fire
damage, DC 16 Reflex save for half damage)

Leads to room #303


Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
South 10 hp)
Entry
Leads to room #116
Room A narrow shaft descends from the room into a magical cyst below, A
Features pile of broken glass lies in the west side of the room
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Guillotine Blade: CR 12; mechanical; Perception DC 28; Disable


North
Device DC 26; Trigger location; Reset manual; Effect Atk +12 melee
Entry
(12d6/19-20)

Leads to room #60, inhabited by 3 x Giant Scorpion


West Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
Entry 15 hp)
East Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry 20 hp)
Room The room has a high domed ceiling, A cold spot can be felt in the south-
Features west corner of the room
3 x Ghost

Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,


incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17,
Room touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73
#271 (7d8+42); Fort +7, Ref +5, Will +7; DA channel resistance +4,
incorporeal, rejuvenation; Immune undead traits; Speed fly 30 ft.
(perfect); Melee corrupting touch +6 (7d6, Fort. DC 18 half); SA
frightful moan (DC 18); Str -, Dex 12, Con -, Int 10, Wis 11, Cha 20;
Monster
Base Atk +5, CMB +5, CMD 22

Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge


(nobility) +10, Perception +18, Sense Motive +10, Stealth +9; Dodge,
Improved Initiative, Iron Will, Lightning Reflexes, Toughness

Treasure: 49 pp, 528 gp, 79 sp, 140 cp; Agate (9 gp), Ivory (50 gp),
Malachite (8 gp), Pyrite (8 gp); Masterwork Lance (310 gp); Half-plate
(+1 armor) (1750 gp), Javelin of Lightning (1500 gp) (sheds light);
hoard total 4662 gp 3 sp
Hidden (Search DC 25) Trapped and Locked Good Wooden Chest
(Open Lock DC 25, break DC 18; hard 5, 15 hp)
Hidden
Treasure
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC
23 Fortitude negates after 24 hours)

63 pp, 610 gp, 205 sp, 830 cp; Alabaster (11 gp), Black Pearl (500 gp),
Jet (110 gp), Malachite (13 gp), Rose Quartz (50 gp), Sard (50 gp),
Smoky Quartz (45 gp); Carved ivory scroll case (60 gp), Copper and
glass decanter (25 gp), Elaborate silver wind chimes (60 gp), Electrum
censer with silver filigree (70 gp), Gold and silver hand mirror (120 gp),
Gold candelabra with holy symbol (200 gp), Gold flagon with religious
markings (500 gp), Gold holy symbol (100 gp), Gold statue of a dragon
(110 gp), Ivory bowl with animal carvings (40 gp), Marble idol (300
gp), Painting of a queen (750 gp), Porcelain doll with silk clothing (40
gp), Porcelain mask (40 gp), Silver comb with gold handle (125 gp),
Silver hand mirror (75 gp), 2 x Silver holy symbol (25 gp), Silver noble
family seal (60 gp); Oil of Magic Weapon (cr, 50 gp), Potion of Endure
Elements (cr, 50 gp), Scroll of Bull's Strength (cr, 150 gp), Scroll of
Silence (cr, 150 gp), Wand of Magic Missile (cr, 750 gp) (inscription
provides clue to function); hoard total 5922 gp 8 sp
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
North
Entry
The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
West Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry 10 hp)
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
East
Entry The door is concealed behind a pile of broken stone
Room
#272 Leads to room #361
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
South 20 hp)
Entry
Leads to room #1, inhabited by 6 x Cloaker
Room An altar of evil sits in the south-west corner of the room, Someone has
Features scrawled "left, right, right" on the east wall
6 x Mummy

Monster
Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses
darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4
rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10
natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-; Immune
undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14
(1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15;
Base Atk +6, CMB +13, CMD 23

Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)

Treasure: 96 pp, 744 gp, 115 sp, 60 cp; Amethyst (100 gp), Ivory (55
gp), Jasper (60 gp), Jet (80 gp), Malachite (10 gp), Moonstone (50 gp),
Pyrite (10 gp), Pyrite (11 gp), Topaz (350 gp), Topaz (550 gp), Zircon
(35 gp); Masterwork Glaive (308 gp); Scroll of Chill Touch (cr, 25 gp),
Scroll of Heat Metal (cr, 150 gp), Scroll of Slipstream (apg, 150 gp),
Wand of Flare (cr, 375 gp), Wand of Vanish (apg, 750 gp); hoard total
4785 gp 1 sp
Trapped and Locked Simple Wooden Door (Open Lock DC 40, break
DC 15; hard 5, 10 hp)
East Entry
Magic Missle Trap: CR 9; magic; Perception DC 26; Disable
Device DC 24; Trigger proximity (alarm); Reset none; Effect magic
missile (6d6 force damage); never miss
South Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
Entry #1 15 hp)
Room
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
#273
Teleporter Crystal: CR 12; magic; Perception DC 24; Disable
South
Device DC 24; Trigger touch; Reset none; Effect teleport (teleported
Entry #2
one level down, DC 16 Will save negates)

Leads to room #173


Room An enchanted pool in the east side of the room ages whomever drinks
Features from it (but only once), A stone ramp ascends towards the south wall
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
North
Entry
Leads to room #218
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Room West 15 hp)
#274 Entry
Leads to room #7, inhabited by 5 x Stone Giant
Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
East
Entry
The door is concealed behind a tapestry of a goddess of fate
Room Part of the south wall has collapsed into the room, An acrid odor fills the
Features south-east corner of the room
10 x Giant Scorpion

Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses


darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch 9, flat-
footed 16 (+7 armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1;
Monster
Immune mind-affecting effects; Speed 50 ft.; Melee 2 claws +6 (1d6+4
plus grab), sting +6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA
constrict (1d6+4); Str 19, Dex 10, Con 16, Int -, Wis 10, Cha 2; Base Atk
+3, CMB +8 (+12 grapple), CMD 18 (30 vs. trip)

Skills: Climb +8, Perception +4, Stealth +0


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

North Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
Entry #1 DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of
cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)
Secret (Search DC 20) Locked Stone Door (Open Lock DC 20, break DC
28; hard 8, 60 hp)

A section of wall makes a loud grinding noise as it pivots open


Room North
#275 Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
Entry #2
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of
cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)

Leads to room #26


Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #276, inhabited by 3 x Spectre
Empty
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
North
Entry One-way Door: CR 8; mechanical; Perception DC 24; Disable
Room Device DC 26
#276 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #275
Room A tile labyrinth covers the floor, Skeletons hang from chains and
Features manacles against the east and west walls
3 x Spectre

Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.);
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16);
Fort +4, Ref +5, Will +9; DA incorporeal, channel resistance +2; Weak
resurrection vulnerability, sunlight powerlessness; Speed fly 80 ft.
(perfect); Melee incorporeal touch +10 (1d8 plus energy drain); SA
create spawn, energy drain (2 levels, DC 16); Str -, Dex 16, Con -, Int
14, Wis 16, Cha 15; Base Atk +6, CMB +6, CMD 21

Monster Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11;
Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon
Focus (touch)

Treasure: 59 pp, 532 gp, 320 sp, 1800 cp; Amber (90 gp), Black Pearl
(350 gp), Ivory (40 gp), Jet (90 gp), Onyx (55 gp), Opal (500 gp), Sard
(45 gp), Zircon (55 gp); Masterwork Light Flail (308 gp), Masterwork
Tower Shield (180 gp); Scroll of Darkness (cr, 150 gp), Scroll of
Daylight (cr, 375 gp), Scroll of Spider Climb (cr, 150 gp), Wand of
Floating Disk (cr, 750 gp), Wand of Ray of Enfeeblement (cr, 750 gp),
Wand of Read Magic (cr, 375 gp) (inscription provides clue to function);
hoard total 5435 gp
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
West 20 hp)
Entry
Room Leads to room #55
#277 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
East Entry
10 hp)
Empty
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)

Rune of Dread: CR 9; magic; Perception DC 22; Disable Device DC


Room North
26; Trigger proximity (alarm); Reset none; Effect fear (frightened for 1d4
#278 Entry #1
rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft.
radius burst)

Leads to room #456, inhabited by 3 x Aboleth


North
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry #2
West Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
Entry hp)
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp) (slides down, +1 to break DC)
East
Entry
The door is concealed behind a statue of a dread vampire, and opened
by filling his chalice with blood
Empty
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


North Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
Entry #1 mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #171, inhabited by 16 x Doppelganger


Secret (Search DC 20) Locked Stone Door (Open Lock DC 25, break
North DC 28; hard 8, 60 hp)
Room Entry #2
#279 A bookcase and section of wall pivots smoothly
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East
Entry Arrow Trap: CR 9; mechanical; Perception DC 24; Disable Device
DC 26; Trigger location; Reset manual; Effect Atk +13 ranged (9d6/x3)
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
South 15 hp)
Entry
Leads to room #422
Room The walls are covered with bloodstains, A pile of trash lies in the center
Features of the room
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)
North
Entry #1 Earthmaw Trap: CR 8; magic; Perception DC 24; Disable Device DC
24; Trigger location; Reset none; Effect earthmaw (8d6 damage, DC 14
Room Reflex save for half damage)
#280
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC
18; hard 5, 15 hp)
North
Entry #2
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
East Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
Entry 10 hp)
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
South 10 hp)
Entry
Leads to room #377
Room A mural of ancient mythology covers the ceiling, A pierced breastplate
Features lies in the east side of the room
2 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +14; AC 21, touch 9, flat-
footed 21 (-1 Dex, +12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will
+5; Immune acid, sleep, paralysis; Speed 20 ft., fly 40 ft. (average);
Melee bite +14 (1d8+7), 2 claws +14 (1d4+7); SA breath weapon (60-
foot line of acid, 7d6 acid damage, Reflex DC 18 half), gaze (DC 18, see
Basilisk); Str 24, Dex 8, Con 21, Int 4, Wis 13, Cha 13; Base Atk +7,
CMB +14, CMD 23 (31 vs. trip)
Monster
Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 19 pp, 260 gp, 210 sp, 2000 cp; Moonstone (50 gp), Sardonyx
(45 gp); Bronze statuette of a warrior (15 gp), Decorated silver plate (60
gp), Gold flagon with religious markings (500 gp), Gold holy symbol
(100 gp), Set of six ivory dice (30 gp), Silver mask (75 gp); 2 x
Masterwork Composite Longbow (+3 Str bonus) (700 gp); Potion of
Enlarge Person (cr, 50 gp), Potion of Pass without Trace (cr, 50 gp),
Scroll of Bleed (cr, 12 gp 5 sp), Scroll of Expeditious Retreat (cr, 25 gp);
hoard total 2903 gp 5 sp
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
North 10 hp) (slides down, +1 to break DC)
Entry
Leads to room #66
Room Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
#281
Fire Spray: CR 12; magic; Perception DC 28; Disable Device DC
West
24; Trigger visual (arcane eye); Reset none; Effect fire spray (12d6 fire
Entry #1
damage, DC 16 Reflex save for half damage)

Leads to room #267


Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
West 10 hp)
Entry #2
Leads to room #386
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


Entry Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
Room An altar of evil sits in the south side of the room, Someone has scrawled
Features "Minimrie fell here, slain by a vampire" in orcish runes on the east wall
West
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)

Arrow Trap: CR 11; mechanical; Perception DC 28; Disable


East Entry
Device DC 28; Trigger location; Reset manual; Effect Atk +14 ranged
Room (12d6/x3)
#282
Leads to room #394, inhabited by 1 x Young Red Dragon
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South
Entry
Leads to room #127
A magical mosaic on the north wall can be used as a portal to any
Room
known location within the dungeon, A stone dais sits in the south-west
Features
corner of the room
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
North
Contact Poison: CR 12; mechanical; Perception DC 26; Disable
Entry
Device DC 24; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
Room Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
#283
West
Fire Spray: CR 8; magic; Perception DC 26; Disable Device DC 22;
Entry #1
Trigger proximity (alarm); Reset none; Effect fire spray (9d6 fire
damage, DC 16 Reflex save for half damage)
West Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC
Entry #2 18; hard 5, 15 hp)
Magic Missle Trap: CR 11; magic; Perception DC 28; Disable
Device DC 28; Trigger visual (true seeing); Reset none; Effect magic
missile (9d6 force damage); never miss
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Trap
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC
25, break DC 15; hard 5, 10 hp)

254 gp, 320 sp, 1900 cp; Amber (90 gp), Amber (100 gp), Aquamarine
(550 gp), Black Pearl (400 gp), Chrysoprase (55 gp), Lapis Lazuli (11
gp), Milky Quartz (60 gp), Onyx (65 gp), Rhodochrosite (13 gp), Sard
(50 gp), Smoky Quartz (60 gp), Topaz (350 gp), Tourmaline (90 gp),
Hidden
Zircon (50 gp), Zircon (65 gp); Bronze flagon with warrior images (50
Treasure
gp), Decorated silver plate (60 gp), Engraved gold scarab (75 gp),
Engraved jade scarab (85 gp), Gold and silver hand mirror (120 gp),
Gold cup with royal crest (550 gp), Marble idol (300 gp), 2 x Polished
darkwood chalice (50 gp), Set of six silver dice (75 gp), Silver cauldron
with animal symbols (120 gp), Silver chess set (50 gp); Scroll of Heat
Metal (cr, 150 gp), Scroll of Owl's Wisdom (cr, 150 gp), Wand of
Protection from Chaos (cr, 750 gp) (design provides clue to function),
Wand of Protection from Good (cr, 750 gp); hoard total 5699 gp
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
North
Entry #1
Leads to room #361
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

North Thunderstone Mine: CR 11; magic; Perception DC 24; Disable


Entry #2 Device DC 28; Trigger location; Reset none; Effect thunder blast (12d6
Room sonic damage, DC 14 Fort save for half damage); multiple targets (all
#284 targets in a 10 ft. radius burst)
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
West 15 hp)
Entry
Leads to room #1, inhabited by 6 x Cloaker
East Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
Entry 10, 60 hp)
Teleporter Crystal: CR 12; magic; Perception DC 26; Disable
Device DC 26; Trigger touch; Reset none; Effect teleport (teleported
one level down, DC 16 Will save negates)

Leads to room #173


South
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry #1
South
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Entry #2
Room The floor is covered in square tiles, alternating white and black, A pile
Features of rotting wood lies in the north side of the room
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
18; hard 5, 15 hp)
South
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
Entry
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
Room Someone has scrawled "Adwhean was here" on the east wall, The ceiling
Features is covered with scorch marks
8 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2;


Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12
Room (+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will
#285 +4; DA incorporeal, channel resistance +2; Immune undead traits; Speed
fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA
create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2,
CMB +4, CMD 17
Monster
Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4
in bright light); Dodge, Skill Focus (Perception)

Treasure: 28 pp, 362 gp; Aquamarine (550 gp), Bloodstone (45 gp),
Deep Blue Spinel (100 gp), Milky Quartz (65 gp), Opal (550 gp), Peridot
(50 gp), 2 x Saltwater Pearl (90 gp), Sard (55 gp), 2 x Smoky Quartz (40
gp), Topaz (400 gp); Masterwork Quarterstaff (600 gp), Masterwork
Rapier (320 gp); Scroll of Summon Monster I (cr, 25 gp), Wand of
Detect Snares and Pits (cr, 750 gp) (design provides clue to function);
hoard total 4412 gp
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
North
Entry #1
Leads to room #133, inhabited by 5 x Drider
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
North
Entry #2
Leads to room #313, inhabited by 5 x Succubus
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)

Thunderstone Mine: CR 8; magic; Perception DC 22; Disable Device


West
DC 22; Trigger location; Reset none; Effect thunder blast (8d6 sonic
Entry
damage, DC 12 Fort save for half damage); multiple targets (all targets
in a 10 ft. radius burst)

Leads to room #382


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

Falling Block: CR 8; mechanical; Perception DC 26; Disable Device


South
DC 24; Trigger location; Reset none; Effect Atk +13 melee (7d6);
Entry
multiple targets (all targets in a 10 ft. square area)
Room
Leads to room #311
#286
Room A large kiln and coal bin sit in the south-east corner of the room, A pile
Features of rotting wood lies in the north-west corner of the room
5 x Hill Giant

Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses


low-light vision; Perception +6; AC 21, touch 8, flat-footed 21 (+4
armor, -1 Dex, +9 natural, -1 size); hp 85 (10d8+40); Fort +11, Ref +2,
Will +3; DA rock catching; Speed 40 ft. (30 ft. in armor); Melee
greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7); Ranged rock +6
(1d8+10); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 25,
Monster Dex 8, Con 19, Int 6, Wis 10, Cha 7; Base Atk +7, CMB +15, CMD 24

Skills and Feats: Climb +10, Intimidate +12, Perception +6; Cleave,
Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power
Attack, Weapon Focus (greatclub)

Treasure: 276 pp, 2539 gp, 49 sp; Alabaster (13 gp), Azurite (9 gp),
Freshwater Pearl (9 gp), Lapis Lazuli (8 gp), Malachite (10 gp),
Moonstone (35 gp), Obsidian (9 gp), Smoky Quartz (50 gp); Masterwork
Heavy Steel Shield (170 gp), Masterwork Scythe (318 gp); Potion of Aid
(cr, 300 gp), Wand of Touch of Fatigue (cr, 375 gp); hoard total 6609 gp
9 sp
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Symbol of Panic: CR 12; magic; Perception DC 24; Disable Device


North DC 24; Trigger proximity (alarm); Reset none; Effect fear (panicked for
Entry 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a
10 ft. radius burst)

Leads to room #156, inhabited by 3 x Dire Bear


Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
West 15 hp)
Entry
Leads to room #395, inhabited by 9 x Shadow
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard
East 5, 10 hp) (slides down, +1 to break DC)
Entry #1
The door is concealed within a mosaic of legendary monsters
Secret (Search DC 30) Trapped and Stuck Simple Wooden Door (break
DC 13; hard 5, 10 hp)

East A bookcase and concealed door pivots smoothly


Room Entry #2
#287 Earthmaw Trap: CR 12; magic; Perception DC 28; Disable Device
DC 28; Trigger location; Reset none; Effect earthmaw (12d6 damage,
DC 18 Reflex save for half damage)
Secret (Search DC 20) Trapped and Locked Stone Door (Open Lock DC
20, break DC 28; hard 8, 60 hp)

A trap door in the floor leads to a short tunnel beneath the wall
South
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Entry
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #355


Room A tapestry of a legendary battle hangs from the east wall, An iron
Features chandelier hangs from the ceiling in the south-west corner of the room
1 x Clay Golem

Monster
Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses
darkvision 60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-
footed 24 (-1 Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4,
Ref +3, Will +4; DR 10/adamantine and bludgeoning; Immune construct
traits, magic; Speed 20 ft.; Melee 2 slams +19 (2d10+7 plus cursed
wound); Space 10 ft.; Reach 10 ft.; SA berserk, haste; Str 24, Dex 9, Con
-, Int -, Wis 11, Cha 1; Base Atk +13, CMB +21, CMD 30
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard
10, 60 hp) (slides to one side, +1 to break DC)
West
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Entry #1
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
West (slides up, +2 to break DC)
Entry #2
A bookcase and concealed door pivots smoothly
Secret (Search DC 30) Trapped and Locked Stone Door (Open Lock DC
25, break DC 28; hard 8, 60 hp)

A trap door in the floor leads to a short tunnel beneath the wall
East
Entry Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Room ranged (6d6); multiple targets (all targets in a 20 ft. line)
#288
Leads to room #388, inhabited by 1 x Fire Giant
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
South 15 hp)
Entry
Leads to room #95, inhabited by 10 x Shadow
2 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses darkvision


60 ft., low-light vision; Perception +14; AC 21, touch 9, flat-footed 21 (-
1 Dex, +12 natural); hp 73 (7d10+35); Fort +12, Ref +4, Will +5;
Monster
Immune acid, sleep, paralysis; Speed 20 ft., fly 40 ft. (average); Melee
bite +14 (1d8+7), 2 claws +14 (1d4+7); SA breath weapon (60-foot line
of acid, 7d6 acid damage, Reflex DC 18 half), gaze (DC 18, see
Basilisk); Str 24, Dex 8, Con 21, Int 4, Wis 13, Cha 13; Base Atk +7,
CMB +14, CMD 23 (31 vs. trip)
Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 34 pp, 463 gp, 210 sp, 2500 cp; Agate (10 gp), Jade (90 gp),
Moonstone (60 gp), Onyx (50 gp), Onyx (55 gp), Opal (550 gp), Peridot
(50 gp), Rhodochrosite (9 gp), Rose Quartz (45 gp), Saltwater Pearl (100
gp), Smoky Quartz (50 gp), Topaz (400 gp), Zircon (35 gp); Carved jade
idol (80 gp), Crystal skull (80 gp), Gold bowl with dragon engravings
(400 gp), Gold statue of a dragon (110 gp), Ornate silver flute (80 gp),
Set of six ivory dice (30 gp); Masterwork Composite Shortbow (+1 Str
bonus) (450 gp), Masterwork Trident (315 gp); 2 x Potion of Magic Fang
(cr, 50 gp), Scroll of Acid Splash (cr, 12 gp 5 gp), Scroll of Mage Armor
(cr, 25 gp); hoard total 4035 gp
Trapped and Locked Good Wooden Door (Open Lock DC 20, break
DC 18; hard 5, 15 hp)

North Earthmaw Trap: CR 8; magic; Perception DC 22; Disable Device


Entry DC 24; Trigger location; Reset none; Effect earthmaw (7d6 damage,
DC 16 Reflex save for half damage)

Leads to room #262, inhabited by 10 x Troll


Room Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
#289 West 10 hp)
Entry
Leads to room #392
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
10 hp)
East Entry
Leads to room #206, inhabited by 11 x Doppelganger
Room Someone has scrawled an incomplete drawing of a dragon on the west
Features wall, A rusted gauntlet lies in the east side of the room
North
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry
Trapped and Unlocked Stone Door (hard 8, 60 hp)

East Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


Room Entry Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
#290 (cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
South 10 hp) (magically reinforced, +10 to break DC)
Entry
Leads to room #140
Room Spirals of red stones cover the floor, Mournful weeping can be faintly
Features heard near the south wall
4 x Greater Shadow

Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init


+5; Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-
footed 12 (+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5,
Ref +8, Will +7; DA incorporeal, channel resistance +2; Immune undead
traits; Speed fly 40 ft. (good); Melee incorporeal touch +11 (1d8
Strength); SA create spawn (as per shadow), strength damage; Str -, Dex
20, Con -, Int 6, Wis 12, Cha 15; Base Atk +6, CMB +11, CMD 24
Monster
Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,
+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus
(Perception, Stealth)

Treasure: 49 gp, 140 sp, 1000 cp; Agate (12 gp), Lapis Lazuli (11 gp),
Malachite (8 gp), Rhodochrosite (9 gp), Zircon (45 gp), Zircon (60 gp);
Leather Armor (+1 armor) (1160 gp), Scroll of Augury (cr, 175 gp), 2 x
Shortsword (+1 weapon) (sheds light) (2310 gp), Wand of Shield (cr,
750 gp); hoard total 6923 gp
Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
North
Entry
The door is concealed within the mouth of a gargantuan skull carved
from stone
West Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry 10 hp)
East Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
Entry hp)
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Room
South
#291 Ice Dart Trap: CR 8; magic; Perception DC 26; Disable Device DC
Entry
22; Trigger proximity (alarm); Reset none; Effect Atk +13 ranged (7d6
cold)
1 x Devourer

Devourer: CR 11, XP 12800; NE Large Undead (extraplanar); Init +7;


Monster
Senses darkvision 60 ft.; Perception +20; AC 25, touch 12, flat-footed 22
(+3 Dex, +13 natural, -1 size); hp 133 (14d8+70); Fort +9, Ref +7, Will
+12; DA spell deflection, undead traits; SR 22; Speed 30 ft., fly 20 ft.
(perfect); Melee 2 claws +18 (1d8+9 plus energy drain); Space 10 ft.;
Reach 10 ft.; SA devour soul, energy drain (1 level, DC 20), spell-like
abilities CL 18th; Str 28, Dex 16, Con -, Int 19, Wis 16, Cha 21; Base Atk
+10, CMB +20, CMD 33

Skills and Feats: Bluff +19, Diplomacy +14, Fly +19, Intimidate +19,
Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20,
Sense Motive +17, Spellcraft +21, Stealth +6; Blind-Fight, Cleave,
Combat Casting, Combat Expertise, Improved Initiative, Improved
Sunder, Power Attack

Treasure: 494 pp, 2401 gp, 40 sp; Amethyst (70 gp), Ivory (60 gp), Pyrite
(12 gp), Rock Quartz (13 gp), Sardonyx (50 gp), Topaz (450 gp), Zircon
(55 gp); hoard total 8055 gp
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
West
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry #1
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


Entry #2 Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC
18; hard 5, 15 hp)
Room East
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
#292 Entry
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
Room A tile labyrinth covers the floor, Several pieces of rotting wood are
Features scattered throughout the room
2 x Spectre

Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7;


Monster Senses darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.);
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16);
Fort +4, Ref +5, Will +9; DA incorporeal, channel resistance +2; Weak
resurrection vulnerability, sunlight powerlessness; Speed fly 80 ft.
(perfect); Melee incorporeal touch +10 (1d8 plus energy drain); SA
create spawn, energy drain (2 levels, DC 16); Str -, Dex 16, Con -, Int
14, Wis 16, Cha 15; Base Atk +6, CMB +6, CMD 21

Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11;
Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon
Focus (touch)

Treasure: 121 pp, 833 gp, 170 sp, 1400 cp; Masterwork Quarterstaff
(600 gp), Masterwork Scythe (318 gp), Masterwork Spear (302 gp),
Masterwork Warhammer (312 gp); Scroll of Bless (cr, 25 gp), Wand of
Cause Fear (cr, 750 gp); hoard total 4381 gp
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides up, +2 to break DC)
West
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
Entry
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)
East
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Entry
Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

South The door is located near the ceiling and concealed behind an area of
Entry mould
Room
#293
Leads to room #356, inhabited by 2 x Spectre
6 x Rat Swarm

Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-
light vision, scent; Perception +8; AC 14, touch 14, flat-footed 12 (+2
Dex, +2 size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits;
Monster
Speed 15 ft., climb 15 ft., swim 15 ft.; Melee swarm (1d6 plus disease);
Space 10 ft.; Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15,
Con 13, Int 2, Wis 13, Cha 2; Base Atk +2, CMB --, CMD --

Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14,
Swim +10; Improved Initiative, Skill Focus (Perception)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Room North
Earthmaw Trap: CR 12; magic; Perception DC 24; Disable Device
#294 Entry #1
DC 26; Trigger location; Reset none; Effect earthmaw (12d6 damage,
DC 14 Reflex save for half damage)
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
North
Entry #2
Leads to room #178
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South
Entry
The door is located near the ceiling and concealed behind an area of
slime
Room A faded and torn tapestry hangs from the west wall, A stone dais and
Features throne sits in the north-east corner of the room
8 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses


darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA
shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8 (1d6+5),
tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA
engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14; Base Atk
+4, CMB +10, CMD 23 (can't be tripped)
Monster
Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge
(religion) +11, Perception +14, Sense Motive +8, Stealth +8; Combat
Reflexes, Improved Initiative, Skill Focus (Perception)

Treasure: 340 pp, 1889 gp, 159 sp, 1040 cp; Amethyst (120 gp),
Aquamarine (350 gp), Chrysoprase (55 gp), Obsidian (9 gp), Rock
Quartz (11 gp), Sard (45 gp), Sardonyx (50 gp), Tigereye (11 gp);
Masterwork Dart (300 gp 5 sp); Scroll of Blur (cr, 150 gp), Wand of
Magic Missile (cr, 750 gp); hoard total 7166 gp 8 sp
Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door
(hard 5, 20 hp)

The door is concealed behind a tapestry of a demonic god


North
Entry Falling Block: CR 10; mechanical; Perception DC 24; Disable
Room Device DC 24; Trigger location; Reset none; Effect Atk +14 melee
#295 (11d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #193, inhabited by 4 x Troll


Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
South 10 hp)
Entry
Leads to room #438
Room A stream of quicksilver flows along a channel in the floor, An iron
Features sarcophagus sits in the south-east corner of the room
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
North
Entry
Leads to room #373
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp) (slides to one side, +1 to break DC)

Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


Room West
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
#296 Entry
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #137


A magical mosaic on the north wall depicts the betrayal of whomever
Room
views it, Someone has scrawled "No, I said it had eleven eyes" on the
Features
north wall
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Teleporter Crystal: CR 8; magic; Perception DC 22; Disable Device


North
DC 22; Trigger touch; Reset none; Effect teleport (teleported one level
Entry
down, DC 16 Will save negates)

Leads to room #26


Room Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
#297 East
Entry The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5,
South 20 hp)
Entry
The door is concealed within a horrific torture device
Empty
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
North
The door is concealed behind a statue of an armored warrior, and
Entry
Room opened by moving his sword
#298
Leads to room #101
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South
Entry
Leads to room #105
3 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +14; AC 21, touch 9, flat-
footed 21 (-1 Dex, +12 natural); hp 73 (7d10+35); Fort +12, Ref +4,
Will +5; Immune acid, sleep, paralysis; Speed 20 ft., fly 40 ft. (average);
Melee bite +14 (1d8+7), 2 claws +14 (1d4+7); SA breath weapon (60-
Monster
foot line of acid, 7d6 acid damage, Reflex DC 18 half), gaze (DC 18,
see Basilisk); Str 24, Dex 8, Con 21, Int 4, Wis 13, Cha 13; Base Atk
+7, CMB +14, CMD 23 (31 vs. trip)

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 340 pp, 2400 gp; hoard total 5800 gp


Freeze Ray Trap: CR 11; magic; Perception DC 28; Disable Device DC
24; Trigger proximity (alarm); Reset none; Effect freeze ray (10d6 cold
Trap
damage and grappled, DC 16 Reflex save for half damage only,
otherwise Escape Artist DC 26 to escape grapple)
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC
25, break DC 15; hard 5, 10 hp)

77 pp, 715 gp, 180 sp, 800 cp; Amber (100 gp), Aquamarine (550 gp),
Jet (120 gp), Moonstone (50 gp), Onyx (50 gp), Rose Quartz (60 gp),
Sardonyx (45 gp), Topaz (650 gp); Bronze statuette of a warrior (15 gp),
Hidden
2 x Decorated silver plate (60 gp), Elaborate silver wind chimes (60 gp),
Treasure
Gold chalice with griffon carvings (600 gp), Gold chess set (500 gp),
Ivory drinking horn with silver ends (110 gp), Polished darkwood
chalice (50 gp), Porcelain doll with furs and jewelry (80 gp), Silver
cauldron with animal symbols (120 gp), Silver chess set (50 gp), Silver
comb with ornate handle (75 gp), Silver statue of a dragon (65 gp);
Potion of Vanish (apg, 50 gp), Scroll of Whispering Wind (cr, 150 gp),
Wand of Shillelagh (cr, 750 gp); hoard total 5931 gp
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp)
North
Room Entry Earthmaw Trap: CR 12; magic; Perception DC 24; Disable Device
#299 DC 28; Trigger location; Reset none; Effect earthmaw (11d6 damage,
DC 18 Reflex save for half damage)
East
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Entry
Teleporter Crystal: CR 10; magic; Perception DC 24; Disable Device
DC 28; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 16 Will save negates)

Leads to room #235


Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
South 10 hp)
Entry
Leads to room #5
Room A toppled statue lies in the north-east corner of the room, A metallic
Features odor fills the room
1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire);
Space 10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22,
CMD 31
Monster
Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 31 gp; Masterwork Chainmail (300 gp), Masterwork Greatclub


(305 gp), Masterwork Spear (302 gp); Chain Shirt (+1 armor) (1250 gp),
Oil of Arcane Mark (cr, 25 gp), Oil of Mage Armor (cr, 50 gp), Potion of
Enlarge Person (cr, 50 gp), Potion of Jump (cr, 50 gp), Potion of Shield
of Faith (cr, 50 gp), Rapier (+1 weapon) (2320 gp), Scroll of Inflict Light
Wounds (cr, 25 gp), Scroll of Magic Missile (cr, 25 gp); hoard total 4783
gp
North Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry 20 hp)
Room Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
#300 West
Entry Symbol of Hypnosis: CR 10; magic; Perception DC 26; Disable
Device DC 26; Trigger proximity (alarm); Reset none; Effect hypnosis
(dazed for 1d4 rounds, DC 16 Will save negates); multiple targets (all
targets in a 10 ft. radius burst)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable


South
Device DC 24; Trigger location; Reset manual; Effect Atk +11 melee
Entry
(9d6/19-20)

Leads to room #415


Thunder Blaster: CR 8; magic; Perception DC 22; Disable Device DC
26; Trigger visual (true seeing); Reset none; Effect thunder blast (7d6
Trap
sonic damage, DC 16 Fort save for half damage); multiple targets (all
targets in a 20 ft. cone)
Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break
DC 28; hard 10, 60 hp)

32 pp, 411 gp, 730 sp, 3000 cp; 2 x Chrysoprase (40 gp), Deep Blue
Spinel (120 gp), Moonstone (45 gp), Rhodochrosite (12 gp), Topaz (550
gp), Turquoise (10 gp); Copper scepter with gold inlay (50 gp),
Decorated electrum plate (110 gp), Elaborate copper wind chimes (20
Hidden gp), Engraved jade scarab (85 gp), 2 x Gilded demon skull (300 gp),
Treasure Gold and silver hand mirror (120 gp), Gold statue of a lion (110 gp),
Ivory bowl with animal carvings (40 gp), Silver brazier with religious
markings (80 gp), Silver candelabra with holy symbol (75 gp), 3 x Silver
hand mirror (75 gp), Silver holy symbol (25 gp), 2 x Silver mask (75
gp), Silver statue of a dragon (65 gp); Masterwork darkwood lute (300
gp); Scroll of Cause Fear (cr, 25 gp), Scroll of Detect Chaos (cr, 25 gp),
Scroll of Identify (cr, 25 gp), Scroll of Summon Nature's Ally I (cr, 25
gp), Wand of Cure Light Wounds (cr, 750 gp), Wand of Daze (cr, 375
gp); hoard total 4931 gp
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
North
Entry #1
Leads to room #406, inhabited by 2 x Nabasu
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Arrow Trap: CR 12; mechanical; Perception DC 24; Disable Device


Room
Entry #2 DC 26; Trigger location; Reset manual; Effect Atk +12 ranged (10d6/x3)
#301
Leads to room #125, inhabited by 12 x Gelatinous Cube
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East (slides down, +1 to break DC)
Entry
Leads to room #253, inhabited by 8 x Violet Fungus
South Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry 10 hp)
Room A narrow ledge runs along the walls, A ruined siege weapon sits in the
Features west side of the room
10 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2;


Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12
(+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will
+4; DA incorporeal, channel resistance +2; Immune undead traits; Speed
fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA
create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2,
CMB +4, CMD 17

Monster Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4
in bright light); Dodge, Skill Focus (Perception)

Treasure: 391 gp, 760 sp, 3900 cp; 2 x Aquamarine (450 gp),
Aquamarine (600 gp), Azurite (10 gp), Black Pearl (450 gp), Carnelian
(50 gp), Chrysoberyl (100 gp), Chrysoprase (35 gp), Chrysoprase (55
gp), Coral (100 gp), Ivory (50 gp), Ivory (55 gp), Jade (110 gp), Lapis
Lazuli (10 gp), Malachite (12 gp), Onyx (50 gp), Red Spinel (50 gp),
Rose Quartz (60 gp), Shell (10 gp), 2 x Smoky Quartz (50 gp),
Tourmaline (100 gp); Potion of Reduce Person (cr, 50 gp), Scroll of
Dread Bolt (um, 150 gp), Scroll of Shield of Faith (cr, 25 gp), Wand of
Ill Omen (apg, 750 gp); hoard total 4388 gp
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)
North
Entry #1 Magic Missle Trap: CR 11; magic; Perception DC 24; Disable
Device DC 24; Trigger proximity (alarm); Reset none; Effect magic
missile (9d6 force damage); never miss
North Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry #2 10 hp)
Room
South Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
#302
Entry 10 hp) (slides down, +1 to break DC)
5 x Spectre

Monster Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.);
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16);
Fort +4, Ref +5, Will +9; DA incorporeal, channel resistance +2; Weak
resurrection vulnerability, sunlight powerlessness; Speed fly 80 ft.
(perfect); Melee incorporeal touch +10 (1d8 plus energy drain); SA
create spawn, energy drain (2 levels, DC 16); Str -, Dex 16, Con -, Int 14,
Wis 16, Cha 15; Base Atk +6, CMB +6, CMD 21

Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11;
Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon
Focus (touch)

Treasure: 34 pp, 212 gp, 488 sp, 2400 cp; Green Spinel (50 gp),
Hematite (12 gp), Pyrite (9 gp); Masterwork Tower Shield (180 gp);
Longbow (+1 weapon, Huntsman) (8375 gp), Oil of Arcane Mark (cr, 25
gp), Scroll of Bane (cr, 25 gp); hoard total 9300 gp 8 sp
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

North One-way Door: CR 9; mechanical; Perception DC 22; Disable


Entry Device DC 22

Leads to room #404, inhabited by 10 x Rust Monster


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

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


West
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
Entry
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Secret (Search DC 20) Trapped and Locked Stone Door (Open Lock DC
Room 20, break DC 28; hard 8, 60 hp)
#303
The door is located above a small stone dais and designed to make
noise when opened
East
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
Entry
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #433


Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides down, +1 to break DC)
South
Entry
The door is concealed behind a tapestry of ancient mythology
Fire Spray: CR 9; magic; Perception DC 22; Disable Device DC 24;
Trigger proximity (alarm); Reset none; Effect fire spray (7d6 fire
damage, DC 16 Reflex save for half damage)

Leads to room #270


Room A set of demonic war masks hangs on the north wall, Several rotten
Features apples are scattered throughout the room
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
North
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
Entry
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #220, inhabited by 11 x Derro


West Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry 15 hp)
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break
DC 25; hard 5, 20 hp)

South Falling Block: CR 11; mechanical; Perception DC 26; Disable


Entry Device DC 24; Trigger location; Reset none; Effect Atk +16 melee
Room (11d6); multiple targets (all targets in a 10 ft. square area)
#304
Leads to room #221
Room A well lies in the south-east corner of the room, A group of demonic
Features faces have been carved into the east wall
4 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60


ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 63
(6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-
Monster affecting effects, ooze traits, slashing and piercing damage; Speed 10 ft.,
climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10
ft.; Reach 5 ft.; SA constrict (2d4+3 plus 1d4 acid); Str 14, Dex 1, Con
22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12
(can't be tripped)

Skills: Climb +10


Room East
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
#305 Entry
Leads to room #397
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp)

South Magic Missle Trap: CR 10; magic; Perception DC 24; Disable Device
Entry DC 28; Trigger visual (arcane eye); Reset none; Effect magic missile (9d6
force damage); never miss

Leads to room #114


Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device DC
34; Trigger visual (true seeing); Reset none; Effect spell effect (energy
Trap
drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23
Fortitude negates after 24 hours)
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
North
The door is concealed within an upright sarcophagus
Entry
Leads to room #223
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
East hp)
Entry
Room Leads to room #429
#306
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp)
South
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
Entry
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of
cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)
Empty
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West
Acid Spray: CR 12; magic; Perception DC 28; Disable Device DC 24;
Entry
Trigger visual (arcane eye); Reset none; Effect acid spray (11d6 acid
damage, DC 14 Reflex save for half damage)
Room 1 x Young Silver Dragon
#307

Monster Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init +5;
Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed 21;
(+1 Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref +8, Will
+12; Immune acid, cold, paralysis, sleep; Weak vulnerability to fire;
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight; Melee
bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13
(1d8+7); Space 10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon
(40-ft. cone, DC 18, 6d8 cold), paralyzing breath, spell-like abilities CL
11th; Spells CL 1st; Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16; Base
Atk +11, CMB +17, CMD 28 (32 vs. trip); SQ change shape

Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,
Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,
Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack, Power
Attack, Weapon Focus (bite)

Treasure: 43 pp, 260 gp; Amber (120 gp), Aquamarine (550 gp),
Chrysoberyl (90 gp), Chrysoberyl (110 gp), Deep Blue Spinel (80 gp),
Garnet (80 gp), Onyx (40 gp), Sard (50 gp); Falchion (+1 weapon)
(inscription provides clue to function) (2375 gp), Handy Haversack (2000
gp) (design provides clue to function), Heavy Crossbow (+1 weapon)
(2350 gp), Potion of Countless Eyes (um, 750 gp), Potion of Delay
Poison (cr, 300 gp), Potion of Gaseous Form (cr, 750 gp), Potion of
Resist Acid (3rd) (cr, 300 gp), Volatile Vaporizer (3rd) (3800 gp) (design
provides clue to function), Wand of Produce Flame (cr, 750 gp) (design
provides clue to function), Wand of Spectral Hand (cr, 4500 gp); hoard
total 19685 gp
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp) (magically reinforced, +10 to break DC)
North
The door is concealed behind a statue of a fearsome dragon, and
Entry #1
opened by reaching into its mouth

Leads to room #378, inhabited by 7 x Cloaker


North Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry #2 10 hp)
Room Various torture devices are scattered throughout the room, Someone has
#308 Room
scrawled "The Adventurers of Formarion looted this place" in draconic
Features
script on the south wall
14 x Dark Creeper

Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3;


Monster
Senses see in darkness; Perception +4; AC 16, touch 14, flat-footed 13
(+2 armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1;
Weak light blindness; Speed 30 ft.; Melee dagger +6 (1d3/19-20 plus
poison); SA death throes, sneak attack (+1d6), spell-like abilities CL 3rd;
Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8; Base Atk +2, CMB +1,
CMD 14; SQ poison use, rag armor

Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth
+12; Skill Focus (Sleight of Hand), Weapon Finesse

Treasure: 22 pp, 284 gp, 200 sp, 900 cp; Garnet (120 gp), Red Spinel (35
gp), 2 x Rhodochrosite (9 gp), Sard (45 gp), Smoky Quartz (50 gp),
Topaz (500 gp); Masterwork Heavy Crossbow (350 gp), Masterwork
Hide (165 gp), Masterwork Leather Armor (160 gp), Masterwork Light
Mace (305 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Bull's Strength
(cr, 300 gp), Potion of Jump (cr, 50 gp), Potion of Owl's Wisdom (cr,
300 gp), Scroll of Ventriloquism (cr, 25 gp), Wand of Flare (cr, 375 gp),
Wand of Remove Fear (cr, 750 gp); hoard total 4106 gp
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Contact Poison: CR 9; mechanical; Perception DC 26; Disable


Entry Device DC 26; Trigger touch; Reset none; Effect contact poison (sassone
leaf residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12
hp/1 Con, 1 save])
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
South
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
Entry
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Room Leads to room #49


#309 Room A briny odor fills the room, A torn satchel lies in the south side of the
Features room
7 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light


vision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1
Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune
Monster cold, plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10
(1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con
16, Int -, Wis 11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs. trip)

Treasure: 23 pp, 226 gp, 140 sp; Rock Quartz (11 gp), Turquoise (8 gp),
Zircon (50 gp); Masterwork Warhammer (312 gp); Oil of Light (cr, 25
gp), Scroll of Remove Paralysis (cr, 150 gp), Scroll of Searing Light (cr,
375 gp), Scroll of Silence (cr, 150 gp), Wand of Acid Splash (cr, 375
gp), Wand of Stone Fist (apg, 750 gp) (inscription provides clue to
function); hoard total 2676 gp
North Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
Entry 15 hp)
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
West
Electrified Lock: CR 12; magic; Perception DC 26; Disable Device
Entry
DC 24; Trigger touch; Reset none; Effect electric shock (10d6
electricity damage, DC 14 Reflex save for half damage)
Room
Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
#310
The door is located above a small stone dais and concealed by an
East Entry
illusion

Leads to room #355


Room A rope ascends to a balcony hanging from the south wall, The south and
Features west walls are covered with scorch marks
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Falling Block: CR 8; mechanical; Perception DC 26; Disable


North
Device DC 24; Trigger location; Reset none; Effect Atk +13 melee
Entry #1
(7d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #286, inhabited by 5 x Hill Giant


North Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Room Entry #2 15 hp)
#311 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
West
A bookcase and concealed door pivots smoothly
Entry
Leads to room #88, inhabited by 5 x Basidirond
South
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry
Room A set of demonic war masks hangs on the south wall, Someone has
Features scrawled "The Black Legion killed a demon here" on the west wall
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
North
Room Entry Arrow Trap: CR 12; mechanical; Perception DC 24; Disable Device
#312 DC 26; Trigger location; Reset manual; Effect Atk +12 ranged (11d6/x3)
West Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry 10 hp)
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)
East
Entry Electrified Lock: CR 8; magic; Perception DC 26; Disable Device DC
22; Trigger touch; Reset none; Effect electric shock (7d6 electricity
damage, DC 16 Reflex save for half damage)
Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
South
Entry
The door is concealed within a horrific torture device
9 x Basilisk

Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-
footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will
+5; Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con
15, Int 2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)
Monster
Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 65 pp, 503 gp; Milky Quartz (55 gp), Opal (450 gp), Saltwater
Pearl (100 gp), Zircon (50 gp); Masterwork Tower Shield (180 gp);
Scroll of Phantom Steed (cr, 375 gp), Scroll of Summon Swarm (cr, 150
gp), Wand of Pass without Trace (cr, 750 gp), Wand of Touch of Fatigue
(cr, 375 gp); hoard total 3638 gp
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device DC
30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of
Trap
cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)
Trapped and Unlocked Iron Door (hard 10, 60 hp)

Falling Block: CR 12; mechanical; Perception DC 26; Disable Device


North
DC 28; Trigger location; Reset none; Effect Atk +12 melee (11d6);
Entry
multiple targets (all targets in a 10 ft. square area)

Room Leads to room #222


#313 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West
Guillotine Blade: CR 10; mechanical; Perception DC 24; Disable
Entry
Device DC 28; Trigger location; Reset manual; Effect Atk +12 melee
(11d6/19-20)
East Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry 10 hp)
Leads to room #245, inhabited by 10 x Gibbering Mouther
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South
Entry
Leads to room #286, inhabited by 5 x Hill Giant
5 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,


extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84
(8d10+40); Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune
electricity, fire, poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly
50 ft. (average); Melee 2 claws +11 (1d6+1); SA energy drain, profane
gift, spell-like abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14,
Cha 27; Base Atk +8, CMB +11, CMD 22; SQ change shape (alter self,
Small or Medium humanoid)

Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21,
Sense Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron
Monster
Will, Weapon Finesse

Treasure: 177 gp, 230 sp, 2500 cp; Ivory (45 gp), Sard (50 gp); Crystal
skull (80 gp), Decorated electrum plate (110 gp), Engraved mithral scarab
(400 gp), Ivory drinking horn with silver ends (110 gp), Silver comb with
ornate handle (75 gp), Silver noble family seal (60 gp); Masterwork
Dwarven Waraxe (330 gp), Masterwork Greatsword (350 gp),
Masterwork Quarterstaff (600 gp), Masterwork Scale Mail (200 gp); Full
Plate (+1 armor, Mirrored) (5650 gp), Light Mace (+1 weapon, Ghost
Touch) (sheds light) (8305 gp), Oil of Arcane Mark (cr, 25 gp), Oil of
Bless Weapon (cr, 50 gp), Potion of Fox's Cunning (cr, 300 gp), 3 x
Potion of Guidance (cr, 25 gp), Potion of Undetectable Alignment (cr,
300 gp), Scroll of Acid Splash (cr, 12 gp 5 gp), Scroll of Mage Armor (cr,
25 gp), Scroll of Protection from Evil (cr, 25 gp), Wand of Color Spray
(cr, 750 gp) (inscription provides clue to function), Wand of Detect
Magic (cr, 375 gp), Wand of Shield (cr, 750 gp); hoard total 19277 gp
North Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry #1 10 hp)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room
#314 North Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
Entry #2 DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC
23 Fortitude negates after 24 hours)
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
South 10 hp)
Entry
Leads to room #144
Empty
Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard
10, 60 hp)

A bookcase and concealed door pivots smoothly


North
Entry
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
Secret (Search DC 20) Locked Stone Door (Open Lock DC 20, break
West DC 28; hard 8, 60 hp)
Entry
The door is opened by twisting an iron ring
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Arrow Trap: CR 10; mechanical; Perception DC 24; Disable Device


Entry DC 28; Trigger location; Reset manual; Effect Atk +14 ranged (12d6/x3)

Room Leads to room #434, inhabited by 9 x Derro


#315 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South
The door is located above a small stone dais and concealed behind a
Entry
pile of broken stone

Leads to room #68


Room A mural of a god of light covers the ceiling, A pile of trash lies in the
Features center of the room
5 x Dire Bear (Cave Bear)

Dire Bear (Cave Bear): CR 7, XP 3200; N Large Animal; Init +5; Senses
low-light vision, scent; Perception +12; AC 18, touch 10, flat-footed 17
Monster
(+1 Dex, +8 natural, -1 size); hp 95 (10d8+50); Fort +12, Ref +8, Will
+4; Speed 40 ft.; Melee 2 claws +13 (1d6+7 plus grab), bite +13
(1d8+7); Space 10 ft.; Reach 5 ft.; Str 25, Dex 13, Con 21, Int 2, Wis 12,
Cha 10; Base Atk +7, CMB +15 (+19 grapple), CMD 26 (30 vs. trip)
Skills and Feats: Perception +12, Swim +19; Endurance, Improved
Initiative, Iron Will, Run, Skill Focus (Perception)

Treasure: 53 pp, 573 gp, 320 sp, 1300 cp; Agate (12 gp), Citrine (55 gp),
Freshwater Pearl (8 gp), Moonstone (45 gp), Rock Quartz (9 gp), Shell
(9 gp); Masterwork Shortsword (310 gp), Masterwork Sling (300 gp);
Potion of Shield of Faith (cr, 50 gp), Scroll of Shield Other (cr, 150 gp),
Scroll of Sleep (cr, 25 gp), Wand of Acid Splash (cr, 375 gp), Wand of
Read Magic (cr, 375 gp); hoard total 2871 gp
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC
20, break DC 25; hard 5, 20 hp)
West
Entry The door is concealed behind a pile of skulls

Leads to room #42, inhabited by 1 x Young Silver Dragon


Flamethrower: CR 10; magic; Perception DC 26; Disable Device DC
28; Trigger proximity (alarm); Reset none; Effect flame blast (10d6 fire
Trap
damage, DC 16 Reflex save for half damage); multiple targets (all
targets in a 20 ft. cone)
Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC
30, break DC 25; hard 5, 20 hp)

21 pp, 357 gp, 161 sp, 123 cp; Amber (110 gp), Chrysoprase (50 gp),
Room Citrine (50 gp), Hematite (8 gp), Lapis Lazuli (9 gp), Lapis Lazuli (10
#316 gp), Red Spinel (40 gp), Topaz (400 gp); 3 x Bronze flagon with warrior
images (50 gp), Bronze statuette of a warrior (15 gp), Carved ivory
scroll case (60 gp), Crystal skull (80 gp), 2 x Decorated silver plate (60
gp), 2 x Engraved gold scarab (75 gp), Gold bowl with dragon
Hidden engravings (400 gp), Gold candelabra with holy symbol (200 gp), Gold
Treasure cauldron with alchemical symbols (750 gp), Gold chess set (500 gp), 2 x
Gold statue of a lion (110 gp), 3 x Ivory bowl with animal carvings (40
gp), Ornate silver flute (80 gp), Platinum holy symbol (500 gp),
Porcelain doll with silk clothing (40 gp), Set of six ivory dice (30 gp),
Silver and glass decanter (75 gp), Silver candelabra with holy symbol
(75 gp), Silver chess set (50 gp), Silver comb with gold handle (125 gp),
2 x Silver comb with ornate handle (75 gp), Silver cup with royal crest
(100 gp), Silver hand mirror (75 gp), Silver holy symbol (25 gp), Silver
scepter with eagle symbols (125 gp), Silver statue of a dragon (65 gp);
Masterwork darkwood lute (300 gp), Masterwork lyre (100 gp); Potion
of Pass without Trace (cr, 50 gp); hoard total 5991 gp 3 sp 3 cp
Room North Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
#317 Entry 10 hp)
Leads to room #254, inhabited by 1 x Clay Golem
Secret (Search DC 25) Trapped and Unlocked Strong Wooden Door
(hard 5, 20 hp)

The door is concealed behind a statue of a fearsome dragon, and


opened by reaching into its mouth
West
Entry Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #40


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

Guillotine Blade: CR 11; mechanical; Perception DC 26; Disable


East
Device DC 26; Trigger location; Reset manual; Effect Atk +16 melee
Entry
(12d6/19-20)

Leads to room #419


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

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


South Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry #1 (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable


South
Device DC 26; Trigger location; Reset manual; Effect Atk +11 melee
Entry #2
(8d6/19-20)

Leads to room #81, inhabited by 5 x Hill Giant


Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
South
Entry #3
Leads to room #459
Room A wooden platform hangs over a deep pit in the south-west corner of the
Features room, The floor is covered with humanoid bones
Arrow Blaster: CR 8; mechanical; Perception DC 24; Disable Device
Trap DC 24; Trigger location; Reset manual; Effect Atk +15 ranged (7d6/x3);
multiple targets (up to three targets within 10 ft. of trigger)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
North
Entry #1 One-way Door: CR 10; mechanical; Perception DC 24; Disable
Device DC 24
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp)
North
Contact Poison: CR 9; mechanical; Perception DC 22; Disable
Entry #2
Device DC 26; Trigger touch; Reset none; Effect contact poison
(malyass root paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min.,
1d2 Dex, 1 save])
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


West Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
Entry (cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #257, inhabited by 4 x Ghost


Trapped and Unlocked Iron Door (hard 10, 60 hp)
Room South
Acid Spray: CR 11; magic; Perception DC 24; Disable Device DC
#318 Entry
26; Trigger visual (arcane eye); Reset none; Effect acid spray (11d6 acid
damage, DC 16 Reflex save for half damage)
Room A mural of legendary monsters covers the ceiling, A whistling noise can
Features be faintly heard near the east wall
3 x Hill Giant

Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses


low-light vision; Perception +6; AC 21, touch 8, flat-footed 21 (+4
armor, -1 Dex, +9 natural, -1 size); hp 85 (10d8+40); Fort +11, Ref +2,
Will +3; DA rock catching; Speed 40 ft. (30 ft. in armor); Melee
greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7); Ranged rock +6
Monster (1d8+10); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7; Base Atk +7, CMB +15, CMD 24

Skills and Feats: Climb +10, Intimidate +12, Perception +6; Cleave,
Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power
Attack, Weapon Focus (greatclub)

Treasure: 28 pp, 246 gp; Aquamarine (550 gp), Carnelian (45 gp),
Chrysoberyl (70 gp), Green Spinel (40 gp); Full Plate (+1 armor) (2650
gp), Lance (+1 weapon) (2310 gp), Oil of Light (cr, 25 gp), Scroll of
Know Direction (cr, 12 gp 5 sp); hoard total 6228 gp 5 sp
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard
North Entry
5, 20 hp)
Room Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard
South Entry
#319 5, 20 hp)
Room A stone stair ascends towards the east wall, A ring of keys lies in the
Features west side of the room
Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
West
Entry A bookcase and concealed door pivots smoothly

Leads to room #439


Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room (slides down, +1 to break DC)
#320 East
Entry #1 Contact Poison: CR 12; mechanical; Perception DC 24; Disable
Device DC 24; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
East
Entry #2
Leads to room #199
Empty
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

North Rune of Fear: CR 12; magic; Perception DC 26; Disable Device DC


Entry 28; Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4
rounds, DC 16 Will save negates); multiple targets (all targets in a 10 ft.
radius burst)
Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
Room West
#321 Entry #1 The door is concealed within an upright sarcophagus

Leads to room #166, inhabited by 4 x Dracolisk


West
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Entry #2
East Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry 10 hp)
16 x Shadow
Monster
Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2;
Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12
(+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will
+4; DA incorporeal, channel resistance +2; Immune undead traits; Speed
fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA
create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2,
CMB +4, CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4
in bright light); Dodge, Skill Focus (Perception)

Treasure: 440 pp, 2008 gp, 180 sp, 1000 cp; Alabaster (10 gp), Garnet
(70 gp), Ivory (40 gp), Jade (120 gp), Moonstone (45 gp), Obsidian (12
gp), Onyx (55 gp), Opal (550 gp), Sardonyx (55 gp), Topaz (400 gp),
Zircon (65 gp); Masterwork Shortbow (330 gp); hoard total 8188 gp
Poisoned Guillotine Blade: CR 12; mechanical; Perception DC 28;
Disable Device DC 28; Trigger location; Reset manual; Effect Atk +16
Trap
melee (11d6/19-20 plus purple worm poison [injury, Fort DC 24, 1/rd.
for 6 rds., 1d3 Str, 2 saves])
Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
West
Entry #1
The door is located above a small stone dais and concealed by an
illusion
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West One-way Door: CR 11; mechanical; Perception DC 24; Disable


Entry #2 Device DC 26

Leads to room #14


Room Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
#322 East 10 hp) (slides to one side, +1 to break DC)
Entry
Leads to room #330
Trapped and Unlocked Stone Door (hard 8, 60 hp)

Guillotine Blade: CR 10; mechanical; Perception DC 28; Disable


South
Device DC 26; Trigger location; Reset manual; Effect Atk +16 melee
Entry
(10d6/19-20)

Leads to room #334


1 x Fire Giant
Monster
Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire);
Space 10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22,
CMD 31

Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 48 pp, 591 gp, 60 sp; 2 x Masterwork Chainmail (300 gp),


Masterwork Dagger (302 gp), Masterwork Falchion (375 gp),
Masterwork Padded Armor (155 gp), Masterwork Shortbow (330 gp);
Oil of Light (cr, 25 gp), Oil of Purify Food and Drink (cr, 25 gp), Potion
of Cat's Grace (cr, 300 gp), Potion of Goodberry (cr, 50 gp), Potion of
Protection from Chaos (cr, 50 gp), Potion of Virtue (cr, 25 gp), Scroll of
Burning Gaze (apg, 150 gp), Scroll of Whispering Wind (cr, 150 gp),
Wand of Know Direction (cr, 375 gp) (inscription provides clue to
function), Wand of Shield of Faith (cr, 750 gp), Wand of True Strike (cr,
750 gp); hoard total 5489 gp
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #47
8 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses


Room darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4
#323 rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10
natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-; Immune
Monster
undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14
(1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15;
Base Atk +6, CMB +13, CMD 23

Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)
Treasure: 330 pp, 2005 gp, 290 sp, 800 cp; Alabaster (10 gp), Black Pearl
(550 gp), Carnelian (45 gp), Chrysoprase (45 gp), Chrysoprase (55 gp),
Coral (100 gp), Green Spinel (50 gp), Pyrite (11 gp), Shell (7 gp),
Turquoise (9 gp); Masterwork Heavy Wooden Shield (157 gp); Oil of
Light (cr, 25 gp), Scroll of Lesser Restoration (cr, 150 gp), Wand of Hide
from Undead (cr, 750 gp) (design provides clue to function); hoard total
7306 gp
North Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard
Entry 5, 10 hp)
West Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard
Entry 5, 10 hp)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Magic Missle Trap: CR 12; magic; Perception DC 24; Disable


East Entry Device DC 28; Trigger proximity (alarm); Reset none; Effect magic
Room missile (7d6 force damage); never miss
#324
Leads to room #421, inhabited by 1 x Clay Golem
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard
South 5, 10 hp)
Entry
Leads to room #449
Room A simple fireplace sits against the north wall, The ceiling is covered
Features with scorch marks
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
North
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
South Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry 20 hp)
Room Someone has scrawled "Ten steps forward, two steps back" on the east
Room Features wall, The south and east walls are covered with slime
#325 1 x Clay Golem

Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-
Monster
footed 24 (-1 Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4,
Ref +3, Will +4; DR 10/adamantine and bludgeoning; Immune construct
traits, magic; Speed 20 ft.; Melee 2 slams +19 (2d10+7 plus cursed
wound); Space 10 ft.; Reach 10 ft.; SA berserk, haste; Str 24, Dex 9, Con
-, Int -, Wis 11, Cha 1; Base Atk +13, CMB +21, CMD 30
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Falling Block: CR 10; mechanical; Perception DC 26; Disable


North
Device DC 24; Trigger location; Reset none; Effect Atk +14 melee
Entry #1
(11d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #357, inhabited by 5 x Black Pudding


North Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
Entry #2 10 hp)
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)

West Arrow Trap: CR 12; mechanical; Perception DC 26; Disable Device


Entry DC 24; Trigger location; Reset manual; Effect Atk +16 ranged
(11d6/x3)

Leads to room #126


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

Acid Spray: CR 10; magic; Perception DC 24; Disable Device DC


East
28; Trigger proximity (alarm); Reset none; Effect acid spray (10d6 acid
Room Entry
damage, DC 16 Reflex save for half damage)
#326
Leads to room #52, inhabited by 7 x Wraith
Secret (Search DC 20) Trapped and Locked Stone Door (Open Lock DC
30, break DC 28; hard 8, 60 hp)

The door is located several feet above the floor and designed to
make noise when opened
South
Entry #1 Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #248


Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)
South
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Entry #2
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Room Someone has scrawled "Hilda died here" in orcish runes on the west
Features wall, A broken hammer lies in the south side of the room
1 x Young Silver Dragon

Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init


+5; Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed
21; (+1 Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref
+8, Will +12; Immune acid, cold, paralysis, sleep; Weak vulnerability to
fire; Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight;
Melee bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail
+13 (1d8+7); Space 10 ft.; Reach 5 ft. (10 ft. with bite); SA breath
weapon (40-ft. cone, DC 18, 6d8 cold), paralyzing breath, spell-like
abilities CL 11th; Spells CL 1st; Str 21, Dex 12, Con 17, Int 16, Wis 17,
Cha 16; Base Atk +11, CMB +17, CMD 28 (32 vs. trip); SQ change
shape

Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,
Monster
Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,
Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack,
Power Attack, Weapon Focus (bite)

Treasure: 304 pp, 2140 gp, 350 sp, 3000 cp; Deep Blue Spinel (120 gp),
Jasper (40 gp), Jet (110 gp), Moonstone (50 gp), Onyx (45 gp), Red
Spinel (60 gp), Rose Quartz (60 gp), Saltwater Pearl (120 gp), Sard (60
gp), Sardonyx (55 gp), Topaz (450 gp), Topaz (550 gp), Tourmaline (90
gp); Masterwork Bastard Sword (335 gp), Masterwork Battleaxe (310
gp), Masterwork Longsword (315 gp); Cloak of Fangs (2800 gp), Light
Mace (+1 weapon) (sheds light) (2305 gp), Oil of Animate Rope (cr, 50
gp), Oil of Mage Armor (cr, 50 gp), Potion of Cure Light Wounds (cr,
50 gp), Potion of Levitate (cr, 300 gp), Potion of Protection from Evil
(cr, 50 gp), Scroll of Charm Person (cr, 25 gp), Scroll of Disguise Self
(cr, 25 gp), Scroll of Shield (cr, 25 gp), Wand of Bless (cr, 750 gp);
hoard total 14445 gp
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
Trap
of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break
DC 28; hard 10, 60 hp)
Hidden
Treasure
110 pp, 1009 gp, 374 sp, 2180 cp; Aquamarine (400 gp), Bloodstone (45
gp), Freshwater Pearl (9 gp), Rose Quartz (35 gp), Saltwater Pearl (80
gp), Sard (45 gp), Turquoise (10 gp); Carved stone idol (30 gp), Gold
and platinum statuette of a deity (750 gp), Gold and silver chess set (100
gp), 2 x Ivory bowl with animal carvings (40 gp), Porcelain doll with
silk clothing (40 gp), Set of six ivory dice (30 gp), Silver cauldron with
animal symbols (120 gp), Silver noble family seal (60 gp); Potion of
Stabilize (cr, 25 gp), Scroll of Arcane Mark (cr, 12 gp 5 sp), Scroll of
Owl's Wisdom (cr, 150 gp), Scroll of Protection from Good (cr, 25 gp),
Wand of Obscuring Mist (cr, 750 gp), Wand of Urban Grace (arg, 750
gp) (inscription provides clue to function); hoard total 5714 gp 7 sp
Trapped and Unlocked Stone Door (hard 8, 60 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


North Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Magic Missle Trap: CR 11; magic; Perception DC 28; Disable


West
Device DC 24; Trigger proximity (alarm); Reset none; Effect magic
Entry #1
missile (8d6 force damage); never miss

Leads to room #390, inhabited by 10 x Shadow


Room Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
#327 West
Entry #2 The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
Trapped and Locked Simple Wooden Door (Open Lock DC 30, break
DC 15; hard 5, 10 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


South
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
A narrow shaft descends from the room into a natural cavern below,
Room
Someone has scrawled "Lightning comes before thunder" on the west
Features
wall
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)
Room North
#328 Entry
Thunderstone Mine: CR 8; magic; Perception DC 26; Disable Device
DC 22; Trigger location; Reset none; Effect thunder blast (9d6 sonic
damage, DC 14 Fort save for half damage); multiple targets (all targets in
a 10 ft. radius burst)

Leads to room #47


Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
West 10 hp) (slides to one side, +1 to break DC)
Entry #1
Leads to room #447, inhabited by 5 x Cloaker
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp) (slides to one side, +1 to break DC)
West
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Entry #2
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
13 x Rust Monster

Rust Monster: CR 3, XP 800; N Medium Aberration; Init +3; Senses


darkvision 60 ft., scent metals 90 ft.; Perception +12; AC 18, touch 13,
flat-footed 15 (+3 Dex, +5 natural); hp 27 (5d8+5); Fort +2, Ref +4, Will
+5; Speed 40 ft., climb 10 ft.; Melee bite +6 (1d3), antennae +6 touch
(rust); Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8; Base Atk +3, CMB
Monster +3, CMD 16 (20 vs. trip)

Skills and Feats: Climb +8, Perception +12; Ability Focus (rust), Skill
Focus (Perception), Weapon Finesse

Treasure: 91 pp, 765 gp, 750 sp, 4000 cp; Black Pearl (550 gp),
Bloodstone (50 gp), Carnelian (55 gp), Chrysoprase (35 gp), Garnet (70
gp), Hematite (8 gp), Malachite (9 gp); Scroll of Speak with Animals (cr,
25 gp), Scroll of True Strike (cr, 25 gp); hoard total 2617 gp
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Acid Spray: CR 9; magic; Perception DC 22; Disable Device DC 26;


North
Trigger visual (true seeing); Reset none; Effect acid spray (8d6 acid
Entry
damage, DC 16 Reflex save for half damage)
Room
#329 Leads to room #421, inhabited by 1 x Clay Golem
West
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Entry #1
West Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry #2 10 hp) (slides up, +2 to break DC)
Leads to room #217, inhabited by 8 x Gargoyle
Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
East
The door is concealed behind a statue of a medusa, and opened by
Entry #1
uncovering her eyes

Leads to room #174, inhabited by 11 x Wight


East Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
Entry #2 20 hp)
Empty
North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard
5, 10 hp) (slides to one side, +1 to break DC)
West Entry
Room Leads to room #322, inhabited by 1 x Fire Giant
#330
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
South Entry
15 hp)
Room A wooden platform hangs over a deep pit in the north side of the
Features room, The walls are covered with goblin graffiti
North
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry
Secret (Search DC 20) Trapped and Unlocked Strong Wooden Door
(hard 5, 20 hp)

A bookcase and concealed door pivots smoothly


Room South
#331 Entry Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Room The south and east walls have been engraved with glowing glyphs, Lit
Features candles are scattered across the floor
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
West 10 hp)
Room Entry #1
#332 Leads to room #424, inhabited by 4 x Spectre
West
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Entry #2
Arrow Trap: CR 8; mechanical; Perception DC 22; Disable Device
DC 22; Trigger location; Reset manual; Effect Atk +13 ranged (8d6/x3)
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
South 20 hp)
Entry
Leads to room #38
Empty
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
East
Entry #1
Leads to room #402
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
East
The door is concealed within an upright sarcophagus
Entry #2
Leads to room #420, inhabited by 1 x Fire Giant
The north and west walls have been engraved with endless spirals,
Room
Someone has scrawled "Gery's Fellowship looted this place" on the north
Features
wall
4 x Dracolisk

Dracolisk: CR 7, XP 3200; N Medium Dragon; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +14; AC 21, touch 9, flat-
footed 21 (-1 Dex, +12 natural); hp 73 (7d10+35); Fort +12, Ref +4,
Room
Will +5; Immune acid, sleep, paralysis; Speed 20 ft., fly 40 ft. (average);
#333
Melee bite +14 (1d8+7), 2 claws +14 (1d4+7); SA breath weapon (60-
foot line of acid, 7d6 acid damage, Reflex DC 18 half), gaze (DC 18, see
Basilisk); Str 24, Dex 8, Con 21, Int 4, Wis 13, Cha 13; Base Atk +7,
CMB +14, CMD 23 (31 vs. trip)

Monster Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 14 pp, 106 gp, 230 sp, 2400 cp; Chrysoprase (40 gp), Jasper
(55 gp), Moonstone (45 gp), Obsidian (7 gp), Obsidian (8 gp), Sardonyx
(45 gp), Tigereye (12 gp), Turquoise (11 gp); Carved stone idol (30 gp),
Copper scepter with gold inlay (50 gp), Gold flagon with religious
markings (500 gp), Ivory drinking horn with silver ends (110 gp), Silver
comb with gold handle (125 gp), Silver noble family seal (60 gp);
Masterwork Greataxe (320 gp), Masterwork Heavy Mace (312 gp),
Masterwork Longbow (375 gp); Potion of Acute Senses (um, 300 gp),
Potion of Keen Senses (apg, 50 gp), Potion of Protection from Chaos (cr,
50 gp), Ring of Sustenance (2500 gp), Scroll of Cloak of Winds (apg,
375 gp), Scroll of Obscuring Mist (cr, 25 gp), Scroll of Shocking Grasp
(cr, 25 gp), Wand of Unseen Servant (cr, 750 gp) (inscription provides
clue to function); hoard total 6473 gp
Trapped and Unlocked Stone Door (hard 8, 60 hp)

Guillotine Blade: CR 10; mechanical; Perception DC 28; Disable


North
Device DC 26; Trigger location; Reset manual; Effect Atk +16 melee
Entry
(10d6/19-20)

Leads to room #322, inhabited by 1 x Fire Giant


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

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


West Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Entry none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
Room
#334 Leads to room #14
Trapped and Unlocked Stone Door (hard 8, 60 hp)
East
Guillotine Blade: CR 10; mechanical; Perception DC 26; Disable
Entry
Device DC 24; Trigger location; Reset manual; Effect Atk +16 melee
(11d6/19-20)
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
South
Entry The door is concealed within a mosaic of ghoulish carnage

Leads to room #107, inhabited by 1 x Fire Giant


Room A toppled statue lies in the east side of the room, Someone has scrawled
Features "Has anyone seen my invisible cloak?" on the east wall
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Rune of Confusion: CR 10; magic; Perception DC 24; Disable


West Device DC 24; Trigger proximity (alarm); Reset none; Effect confusion
Room Entry (confused for 1d4 rounds, DC 16 Will save negates); multiple targets (all
#335 targets in a 10 ft. radius burst)

Leads to room #115


East Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28;
Entry #1 hard 8, 60 hp)
A trap door in the floor leads to a short tunnel beneath the wall

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)
East
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Entry #2
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
Room A stream of acid flows along a channel in the floor, The floor is covered
Features in perfect hexagonal tiles
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

North Rune of Fear: CR 12; magic; Perception DC 24; Disable Device DC


Entry #1 28; Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4
rounds, DC 18 Will save negates); multiple targets (all targets in a 10 ft.
radius burst)
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5,
North 15 hp)
Entry #2
The door is concealed behind a pile of skulls
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 25,
West break DC 25; hard 5, 20 hp)
Room Entry
#336 A bookcase and concealed door pivots smoothly
Room A rope ascends to a balcony hanging from the east wall, Spirals of gray
Features stones cover the floor
6 x Ochre Jelly

Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60


Monster ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 63
(6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-
affecting effects, ooze traits, slashing and piercing damage; Speed 10 ft.,
climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10
ft.; Reach 5 ft.; SA constrict (2d4+3 plus 1d4 acid); Str 14, Dex 1, Con
22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12
(can't be tripped)

Skills: Climb +10


Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
North
Entry
Leads to room #201
Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open
Lock DC 30, break DC 25; hard 5, 20 hp)

The door is concealed behind a statue of a terrified maiden, and


East
opened by breaking her neck
Entry
Falling Block: CR 10; mechanical; Perception DC 28; Disable
Device DC 28; Trigger location; Reset none; Effect Atk +16 melee
(10d6); multiple targets (all targets in a 10 ft. square area)
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
South
Entry #1 A bookcase and concealed door pivots smoothly

Leads to room #178


Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Room South
#337 Entry #2 One-way Door: CR 10; mechanical; Perception DC 24; Disable
Device DC 26
3 x Hill Giant

Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses


low-light vision; Perception +6; AC 21, touch 8, flat-footed 21 (+4
armor, -1 Dex, +9 natural, -1 size); hp 85 (10d8+40); Fort +11, Ref +2,
Will +3; DA rock catching; Speed 40 ft. (30 ft. in armor); Melee
greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7); Ranged rock +6
(1d8+10); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 25,
Monster
Dex 8, Con 19, Int 6, Wis 10, Cha 7; Base Atk +7, CMB +15, CMD 24

Skills and Feats: Climb +10, Intimidate +12, Perception +6; Cleave,
Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power
Attack, Weapon Focus (greatclub)

Treasure: 53 pp, 566 gp, 60 sp; Agate (10 gp), Amethyst (90 gp),
Carnelian (40 gp), Carnelian (50 gp), Chrysoprase (35 gp), Jasper (50
gp), Jet (90 gp), Jet (100 gp), Onyx (60 gp), Opal (400 gp), Opal (550
gp), Opal (650 gp), Peridot (55 gp), Smoky Quartz (50 gp), Turquoise
(10 gp); Masterwork Lance (310 gp), Masterwork Leather Armor (160
gp), Masterwork Scale Mail (200 gp), Masterwork Sling (300 gp); Potion
of Cure Light Wounds (cr, 50 gp), Potion of Remove Fear (cr, 50 gp),
Potion of Sanctuary (cr, 50 gp), Potion of Stabilize (cr, 25 gp), Wand of
Ghost Sound (cr, 375 gp); hoard total 4862 gp
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
North 15 hp)
Entry
Leads to room #151, inhabited by 7 x Basilisk
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp) (slides up, +2 to break DC)

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


East
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Entry
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #263


Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
South 20 hp)
Entry
Leads to room #12
Room Someone has scrawled "It is awake" on the north wall, A pile of rotten
Room Features fruit lies in the south-west corner of the room
#338
6 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses


darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4
rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10
natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-; Immune
undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14
(1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15;
Monster Base Atk +6, CMB +13, CMD 23

Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)

Treasure: 57 pp, 640 gp, 90 sp; Amethyst (70 gp), Aquamarine (400 gp),
Aquamarine (450 gp), Chrysoberyl (110 gp), Citrine (45 gp), Deep Blue
Spinel (120 gp), Garnet (80 gp), Jasper (50 gp), Opal (400 gp), Peridot
(50 gp), Red Spinel (60 gp), Rose Quartz (40 gp), Sard (45 gp),
Sardonyx (40 gp), Topaz (350 gp), Zircon (55 gp); Masterwork Halberd
(310 gp), Masterwork Leather Armor (160 gp); Scroll of Hydraulic Push
(apg, 25 gp), Scroll of Silence (cr, 150 gp), Wand of Unseen Servant (cr,
750 gp); hoard total 4979 gp
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
North 15 hp)
Entry
Leads to room #142, inhabited by 1 x Clay Golem
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


Entry Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
South 15 hp)
Entry
Leads to room #74, inhabited by 5 x Aboleth
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC
Room 20, break DC 15; hard 5, 10 hp)
#339

21 pp, 461 gp, 529 sp, 2260 cp; Carnelian (40 gp), Carnelian (50 gp),
Deep Blue Spinel (80 gp), Freshwater Pearl (9 gp), Malachite (13 gp),
Obsidian (10 gp), Peridot (50 gp), Rock Quartz (11 gp), Sardonyx (50
gp), Shell (11 gp), Tigereye (8 gp), Tigereye (10 gp), Topaz (550 gp); 2
x Bronze statuette of a warrior (15 gp), Decorated silver plate (60 gp),
Hidden
Gold and silver chess set (100 gp), Gold and silver hand mirror (120
Treasure
gp), Gold cauldron with alchemical symbols (750 gp), Gold mask (450
gp), Ivory drinking horn with copper ends (60 gp), Ivory drinking horn
with silver ends (110 gp), Painted silk fan with electrum slats (75 gp),
Silver baby rattle (50 gp), Silver candelabra with holy symbol (75 gp),
Silver noble family seal (60 gp), Silver statue of a dragon (65 gp); Scroll
of Alter Self (cr, 150 gp), Scroll of Entangle (cr, 25 gp), Scroll of
Expeditious Retreat (cr, 25 gp), Scroll of Fox's Cunning (cr, 150 gp),
Wand of Burning Hands (cr, 750 gp), Wand of Mage Hand (cr, 375 gp),
Wand of Spark (apg, 375 gp); hoard total 5493 gp 5 sp
Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
East
Room Entry The door is concealed behind a statue of an armored warrior, and
#340 opened by moving his sword
Empty
Room North Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard
#341 Entry #1 8, 60 hp)
One-way Door: CR 10; mechanical; Perception DC 26; Disable
Device DC 26

Leads to room #237, inhabited by 7 x Gibbering Mouther


Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
North
Entry #2
Leads to room #426, inhabited by 2 x Aboleth
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
West
The door is located several feet above the floor and concealed behind
Entry
an area of fungus

Leads to room #402


Secret (Search DC 30) Unlocked Iron Door (hard 10, 60 hp)
East
Entry The door is located near the ceiling and concealed within a mosaic of
arcane patterns
Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 40,
break DC 25; hard 5, 20 hp)
South
The door is concealed behind a statue of an armored warrior, and
Entry
opened by moving his sword

Leads to room #195, inhabited by 9 x Shadow


Room A stone stair ascends towards the south wall, Several iron cages are
Features scattered throughout the room
1 x Young Red Dragon

Young Red Dragon: CR 10, XP 9600; CE Large Dragon (fire); Init +5;
Senses dragon senses, smoke vision; Perception +15; AC 22, touch 10,
flat-footed 21 (+1 Dex, +12 natural, -1 size); hp 115 (11d12+44); Fort
+11, Ref +8, Will +10; Immune fire, paralysis, sleep; Weak vulnerability
Monster
to cold; Speed 40 ft., fly 200 ft. (poor); Melee bite +17 (2d6+10), 2
claws +17 (1d8+7), 2 wings +12 (1d6+3), tail slap +12 (1d8+10); Space
10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon (40-ft. cone, DC
19, 6d10 fire), spell-like abilities CL 11th; Spells CL 1st; Str 25, Dex 12,
Con 19, Int 12, Wis 13, Cha 12; Base Atk +11, CMB +19, CMD 30 (34
vs. trip)
Skills and Feats: Appraise +15, Bluff +15, Fly +9, Intimidate +15,
Perception +15, Sense Motive +15, Stealth +11; Cleave, Improved
Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike

Treasure: 89 pp, 1010 gp, 2200 sp, 8000 cp; Chrysoberyl (120 gp), Deep
Blue Spinel (90 gp), Deep Blue Spinel (110 gp), Jet (120 gp), Jet (130
gp); Book of lost songs by a famous bard (3000 gp), Gold puzzle box
(500 gp), Painting of a queen (750 gp), Painting of a queen by a master
(1500 gp), Platinum bowl with arcane engravings (800 gp); Living Steel
Heavy Shield (120 gp), Wand of Eagle's Splendor (cr, 4500 gp); hoard
total 13940 gp
North Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
Entry hp)
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable Device


West
DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;
Entry
Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricity
Room damage); multiple targets (all targets in a 40 ft. square area)
#342
Leads to room #242, inhabited by 2 x Flesh Golem
Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
East
A bookcase and concealed door pivots smoothly
Entry
Leads to room #353
Empty
North Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
Entry #1 20 hp) (slides down, +1 to break DC)
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
8, 60 hp) (magically reinforced, +10 to break DC)

Thunderstone Mine: CR 8; magic; Perception DC 24; Disable


North
Device DC 22; Trigger location; Reset none; Effect thunder blast (9d6
Room Entry #2
sonic damage, DC 12 Fort save for half damage); multiple targets (all
#343 targets in a 10 ft. radius burst)

Leads to room #253, inhabited by 8 x Violet Fungus


South Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry 20 hp)
Room A chute falls into the room from above, A splashing noise can be faintly
Features heard near the south wall
North Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
Entry #1 10 hp)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides up, +2 to break DC)
North
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
Entry #2
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC
23 Fortitude negates after 24 hours)
Secret (Search DC 25) Locked Iron Door (Open Lock DC 30, break DC
28; hard 10, 60 hp)

Room West
The door is concealed behind a statue of an elemental salamander,
#344 Entry
and opened by setting it aflame

Leads to room #12


East
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Entry
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
South
Entry A bookcase and concealed door pivots smoothly

Leads to room #350


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

The door is located above a small stone dais and concealed behind a
North tapestry of geometric patterns
Entry
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
Room (energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC
#345 23 Fortitude negates after 24 hours)
Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break
DC 13; hard 5, 10 hp) (slides to one side, +1 to break DC)

West The door is concealed behind a pile of skulls


Entry
Acid Spray: CR 12; magic; Perception DC 26; Disable Device DC
28; Trigger visual (true seeing); Reset none; Effect acid spray (11d6 acid
damage, DC 14 Reflex save for half damage)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Falling Block: CR 11; mechanical; Perception DC 28; Disable Device


South
DC 26; Trigger location; Reset none; Effect Atk +16 melee (11d6);
Entry
multiple targets (all targets in a 10 ft. square area)

Leads to room #156, inhabited by 3 x Dire Bear


11 x Derro

Derro: CR 3, XP 800; CE Small Humanoid (derro); Init +6; Senses


darkvision 60 ft.; Perception +0; AC 17, touch 13, flat-footed 15 (+2
armor, +2 Dex, +2 natural, +1 size); hp 25 (3d8+12); Fort +5, Ref +3,
Will +6; SR 14; Weak vulnerability to sunlight; Speed 20 ft.; Melee short
sword +5 (1d4) or aklys +5 (1d6); Ranged repeating light crossbow +5
(1d6/19-20 plus poison) or aklys +5 (1d6); SA sneak attack +1d6, spell-
like abilities CL 3rd; Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16; Base
Atk +2, CMB +1, CMD 13; SQ madness, poison use
Monster
Skills and Feats: Perception +0, Stealth +9; Improved Initiative, Weapon
Finesse

Treasure: 102 pp, 916 gp, 310 sp, 1700 cp; Masterwork Sickle (306 gp);
Oil of Align Weapon (cr, 300 gp), Oil of Light (cr, 25 gp), Oil of Magic
Weapon (cr, 50 gp), Potion of Sanctuary (cr, 50 gp), Scroll of Cause Fear
(cr, 25 gp), Scroll of Disguise Self (cr, 25 gp), Scroll of Dispel Magic (cr,
375 gp), Scroll of Disrupt Undead (cr, 12 gp 5 sp), Wand of Magic
Missile (cr, 750 gp), Wand of Obscure Object (cr, 750 gp); hoard total
4652 gp 5 sp
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break
DC 25; hard 5, 20 hp)
North
Entry #1
One-way Door: CR 10; mechanical; Perception DC 24; Disable
Device DC 26
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room
#346
North Arrow Trap: CR 10; mechanical; Perception DC 26; Disable Device
Entry #2 DC 28; Trigger location; Reset manual; Effect Atk +14 ranged (11d6/x3)

Leads to room #52, inhabited by 7 x Wraith


West Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up,
Entry +2 to break DC)
Guillotine Blade: CR 8; mechanical; Perception DC 24; Disable
Device DC 26; Trigger location; Reset manual; Effect Atk +11 melee
(9d6/19-20)
Room A stone ramp ascends towards the east wall, Someone has scrawled
Features "Ryany stands here, slain by a basilisk" on the north wall
7 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light


vision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1
Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune
cold, plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10
(1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con
Monster 16, Int -, Wis 11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs. trip)

Treasure: 29 pp, 281 gp, 180 sp, 1000 cp; Chrysoprase (50 gp),
Freshwater Pearl (10 gp), Ivory (55 gp), Tigereye (10 gp), Tigereye (11
gp), Turquoise (13 gp); Masterwork Club (300 gp), Masterwork
Longsword (315 gp), Masterwork Shortsword (310 gp); Potion of
Stabilize (cr, 25 gp), Scroll of Light (cr, 12 gp 5 gp), Wand of Disguise
Self (cr, 750 gp) (inscription provides clue to function); hoard total 2460
gp
Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

North The door is concealed within the mouth of a gargantuan skull carved
Entry from stone

Leads to room #191, inhabited by 4 x Doppelganger


Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
East
Room Entry #1
A bookcase and concealed door pivots smoothly
#347
Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC
20, break DC 15; hard 5, 10 hp) (slides to one side, +1 to break DC)
East
The door is concealed within the mouth of a demonic face carved
Entry #2
from stone

Leads to room #183


Empty
Room South Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slides
#348 Entry to one side, +1 to break DC)
Leads to room #33
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable Device
DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6 falling
damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5
Trap
damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6 rds., 1 Str
drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets (all targets in
a 10 ft. square area)
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard
5, 10 hp)
West Entry
Leads to room #233
Room Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
#349 15 hp)
East Entry
Leads to room #105
Room A set of demonic war masks hangs on the east wall, A large demonic
Features idol with ruby eyes sits in the south-west corner of the room
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
North
Entry A bookcase and concealed door pivots smoothly

Leads to room #344


Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)
West
Entry The door is located above a small stone dais and concealed behind a
tapestry of ghoulish carnage
East Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Room
Entry 10 hp)
#350
Secret (Search DC 25) Trapped and Locked Good Wooden Door (Open
Lock DC 30, break DC 18; hard 5, 15 hp)

The door is concealed behind a pile of broken stone


South
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Entry
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
A rope ascends to a catwalk hanging between the east and west walls,
Room
Someone has scrawled "The Golden Scepter lies in blood" on the east
Features
wall
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
8, 60 hp)

North Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


Entry Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #258, inhabited by 10 x Derro


East
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry
South Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Entry (slides down, +1 to break DC)
2 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,


extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
Room +21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84
#351 (8d10+40); Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune
electricity, fire, poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly
50 ft. (average); Melee 2 claws +11 (1d6+1); SA energy drain, profane
gift, spell-like abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14,
Cha 27; Base Atk +8, CMB +11, CMD 22; SQ change shape (alter self,
Small or Medium humanoid)
Monster
Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21,
Sense Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron
Will, Weapon Finesse

Treasure: 17 pp, 123 gp; Deep Blue Spinel (120 gp), Jet (80 gp);
Masterwork Scale Mail (200 gp), Masterwork Shortsword (310 gp);
Composite Longbow (+2 Str bonus) (+1 weapon) (2600 gp), Potion of
Draconic Reservoir (apg, 750 gp), Potion of Greater Magic Fang (cr, 750
gp), Potion of Remove Sickness (um, 50 gp), Potion of Resistance (cr, 25
gp), Robe of Bones (2400 gp), Wand of Protection from Chaos (cr, 750
gp); hoard total 8328 gp
Room North
Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
#352 Entry
The door is concealed within the mouth of a demonic face carved
from stone

Leads to room #61, inhabited by 1 x Young Silver Dragon


Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #143, inhabited by 4 x Aboleth
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


South Device DC 20; Trigger location; Reset repair; Effect poison gas
Entry (insanity mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]);
never miss; onset delay (1 round); multiple targets (all targets in a 10 ft.
square area)

Leads to room #387


Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC
20, break DC 18; hard 5, 15 hp)

51 pp, 464 gp, 300 sp, 1900 cp; Carved stone idol (30 gp), Decorated
gold plate (700 gp), Decorated silver plate (60 gp), Elaborate copper
wind chimes (20 gp), Gold and platinum statuette of a deity (750 gp),
Gold and silver chess set (100 gp), Gold cauldron with alchemical
symbols (750 gp), Gold censer with silver filigree (90 gp), Gold flagon
Hidden
with religious markings (500 gp), Ivory bowl with animal carvings (40
Treasure
gp), Ivory drinking horn with copper ends (60 gp), Ivory drinking horn
with silver ends (110 gp), Polished darkwood chalice (50 gp), Silver
candelabra with holy symbol (75 gp), Silver cup with royal crest (100
gp), Silver egg with dragon figurine (125 gp), Silver flagon with
religious markings (80 gp), Silver holy symbol (25 gp), Silver noble
family seal (60 gp); Oil of Light (cr, 25 gp), Scroll of Blur (cr, 150 gp),
Scroll of Knock (cr, 150 gp), Wand of Daze (cr, 375 gp), Wand of
Touch of Fatigue (cr, 375 gp) (design provides clue to function); hoard
total 5823 gp
Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
West
Room A bookcase and concealed door pivots smoothly
Entry
#353
Leads to room #342
East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Acid Spray: CR 9; magic; Perception DC 26; Disable Device DC
22; Trigger proximity (alarm); Reset none; Effect acid spray (8d6 acid
damage, DC 14 Reflex save for half damage)

Leads to room #395, inhabited by 9 x Shadow


Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South
Guillotine Blade: CR 9; mechanical; Perception DC 22; Disable
Entry
Device DC 22; Trigger location; Reset manual; Effect Atk +11 melee
(7d6/19-20)
Room Someone has scrawled a diagram of a mechanical trap on the north
Features wall, Several pieces of rotten bread are scattered throughout the room
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

North Rune of Dread: CR 10; magic; Perception DC 26; Disable Device


Entry DC 24; Trigger proximity (alarm); Reset none; Effect fear (frightened
for 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in
Room a 10 ft. radius burst)
#354 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #244, inhabited by 4 x Flesh Golem
Room Someone has scrawled "left, door, straight" in draconic script on the
Features south wall, The floor is covered with shards of bone
Secret (Search DC 20) Trapped and Locked Stone Door (Open Lock DC
20, break DC 28; hard 8, 60 hp)

A trap door in the floor leads to a short tunnel beneath the wall
North
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Entry
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half
Room damage); multiple targets (all targets in a 60 ft. cone)
#355
Leads to room #287, inhabited by 1 x Clay Golem
Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)

West The door is located above a small stone dais and concealed by an
Entry illusion

Leads to room #310


South Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry 20 hp) (slides down, +1 to break DC)
Room A stone ramp ascends towards the east wall, Burning torches in iron
Features sconces line the west wall
Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)

North The door is located near the ceiling and concealed behind an area of
Entry mould

Leads to room #293, inhabited by 6 x Rat Swarm


West Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Entry 10 hp)
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #427, inhabited by 3 x Spectre
Room Skeletons hang from chains and manacles against the east and west
Features walls, The scent of urine fills the south-west corner of the room
2 x Spectre

Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.);
Room
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16);
#356
Fort +4, Ref +5, Will +9; DA incorporeal, channel resistance +2; Weak
resurrection vulnerability, sunlight powerlessness; Speed fly 80 ft.
(perfect); Melee incorporeal touch +10 (1d8 plus energy drain); SA
create spawn, energy drain (2 levels, DC 16); Str -, Dex 16, Con -, Int
14, Wis 16, Cha 15; Base Atk +6, CMB +6, CMD 21
Monster
Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11;
Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon
Focus (touch)

Treasure: 190 gp; Aquamarine (600 gp), Bloodstone (50 gp), Coral (110
gp), Green Spinel (55 gp), Ivory (45 gp), Jade (100 gp), Opal (550 gp),
Zircon (55 gp); Masterwork Quarterstaff (600 gp), Masterwork Scythe
(318 gp), Masterwork Spear (302 gp); Scroll of Magic Missile (cr, 25
gp), Scroll of Mending (cr, 12 gp 5 sp), Wand of Charm Person (cr, 750
gp) (inscription provides clue to function), Wand of Shield (cr, 750 gp);
hoard total 4512 gp 5 sp
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable Device
Trap
DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;
Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricity
damage); multiple targets (all targets in a 40 ft. square area)
Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
(slides up, +2 to break DC)
North
Entry #1
The door is concealed within the mouth of a demonic face carved
from stone
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
8, 60 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


North
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
Entry #2
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #456, inhabited by 3 x Aboleth


Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
West
Entry
The door is concealed behind a statue of a noble king, and opened by
stabbing a sword into his back
Room
#357 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Falling Block: CR 10; mechanical; Perception DC 26; Disable


South
Device DC 24; Trigger location; Reset none; Effect Atk +14 melee
Entry
(11d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #326, inhabited by 1 x Young Silver Dragon


5 x Black Pudding

Black Pudding: CR 7, XP 3200; N Huge Ooze; Init -5; Senses blindsight


60 ft.; Perception -5; AC 3, touch 3, flat-footed 3 (-2 size, -5 Dex); hp
105 (10d8+60); Fort +9, Ref -2, Will -2; DA split, ooze traits; Speed 20
Monster ft., climb 20 ft.; Melee slam +8 (2d6+4 plus 2d6 acid plus grab); Space
15 ft.; Reach 10 ft.; SA constrict (2d6+4 plus 2d6 acid), corrosion; Str
16, Dex 1, Con 22, Int -, Wis 1, Cha 1; Base Atk +7, CMB +12 (+16
grapple), CMD 17 (27 vs. bull rush, can't be tripped); SQ ooze traits,
suction

Skills: Climb +11


Room North Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
#358 Entry (slides down, +1 to break DC)
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Rune of Dread: CR 9; magic; Perception DC 24; Disable Device DC


East 26; Trigger proximity (alarm); Reset none; Effect fear (frightened for
Entry 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a
10 ft. radius burst)

Leads to room #35


Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
South 5, 20 hp) (slides down, +1 to break DC)
Entry #1
A bookcase and concealed door pivots smoothly
South Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Entry #2 15 hp)
7 x Giant Scorpion

Giant Scorpion: CR 3, XP 800; N Large Vermin; Init +0; Senses


darkvision 60 ft., tremorsense 60 ft.; Perception +4; AC 16, touch 9, flat-
footed 16 (+7 armor, -1 size); hp 37 (5d8+15); Fort +7, Ref +1, Will +1;
Monster
Immune mind-affecting effects; Speed 50 ft.; Melee 2 claws +6 (1d6+4
plus grab), sting +6 (1d6+4 plus poison); Space 10 ft.; Reach 10 ft.; SA
constrict (1d6+4); Str 19, Dex 10, Con 16, Int -, Wis 10, Cha 2; Base Atk
+3, CMB +8 (+12 grapple), CMD 18 (30 vs. trip)

Skills: Climb +8, Perception +4, Stealth +0


North
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Entry #1
Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break
DC 13; hard 5, 10 hp)
North
The door is concealed by an illusion
Room Entry #2
#359
One-way Door: CR 8; mechanical; Perception DC 22; Disable
Device DC 22
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
North 20 hp)
Entry #3
Leads to room #233
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
West 15 hp) (slides up, +2 to break DC)
Entry
Leads to room #73, inhabited by 7 x Giant Scorpion
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #37
South Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
Entry 10 hp)
Room The walls have been engraved with alien symbols, The ceiling is covered
Features with cobwebs
1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire);
Space 10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22,
Monster CMD 31

Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 74 gp, 120 sp, 1100 cp; Bloodstone (60 gp), Jet (100 gp), Rose
Quartz (40 gp), Topaz (450 gp); Masterwork Light Wooden Shield (153
gp), Masterwork Shortsword (310 gp); Heavy Flail (+1 weapon) (2315
gp), Leather Armor (+1 armor) (1160 gp), Oil of Mage Armor (cr, 50
gp), Scroll of Summon Monster I (cr, 25 gp); hoard total 4760 gp
Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1
to break DC)

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


Room North
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep
#360 Entry
pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets
in a 10 ft. square area)
Leads to room #442
Empty
Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC
25, break DC 25; hard 5, 20 hp)
North Entry
The door is concealed by an illusion
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13;
hard 5, 10 hp)
West Entry
The door is concealed behind a pile of broken stone

Room Leads to room #272, inhabited by 6 x Mummy


#361 East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard
#1 5, 20 hp)
East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard
#2 5, 15 hp)
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South Entry
Leads to room #284
Room A balcony hangs from the west wall, The walls are covered with
Features mould
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
North
A bookcase and concealed door pivots smoothly
Entry
Leads to room #36, inhabited by 8 x Rust Monster
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)

Room Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


West
#362 Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
South
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry #1
South
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Entry #2
Magic Missle Trap: CR 12; magic; Perception DC 24; Disable
Device DC 24; Trigger proximity (alarm); Reset none; Effect magic
missile (8d6 force damage); never miss

Leads to room #381


Room A set of demonic war masks hangs on the south wall, Someone has
Features scrawled "The walls listen" in goblin runes on the south wall
Secret (Search DC 25) Unlocked Stone Door (hard 8, 60 hp)
West
Entry The door is located several feet above the floor and only two feet
high
East Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry #1 15 hp)
Secret (Search DC 30) Trapped and Locked Stone Door (Open Lock DC
40, break DC 28; hard 8, 60 hp)

A trap door in the floor leads to a short tunnel beneath the wall
East
Entry #2 Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Room ranged (6d6); multiple targets (all targets in a 20 ft. line)
#363
Leads to room #423, inhabited by 9 x Wraith
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
South 10 hp)
Entry #1
Leads to room #8, inhabited by 2 x Drider
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides up, +2 to break DC)
South
The door is concealed behind a statue of an elemental salamander,
Entry #2
and opened by setting it aflame

Leads to room #26


Empty
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
North 20 hp)
Room Entry
#364 Leads to room #29
West
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC
18; hard 5, 15 hp)
East
Rune of Dread: CR 12; magic; Perception DC 26; Disable Device
Entry
DC 28; Trigger proximity (alarm); Reset none; Effect fear (frightened
for 1d4 rounds, DC 18 Will save negates); multiple targets (all targets in
a 10 ft. radius burst)
Room A shallow pit lies in the north side of the room, A set of demonic war
Features masks hangs on the south wall
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
North
The door is concealed within the mouth of a demonic face carved
Entry
from stone

Leads to room #73, inhabited by 7 x Giant Scorpion


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

West Falling Block: CR 9; mechanical; Perception DC 24; Disable Device


Entry DC 24; Trigger location; Reset none; Effect Atk +15 melee (9d6);
Room multiple targets (all targets in a 10 ft. square area)
#365
Leads to room #163, inhabited by 9 x Basidirond
Trapped and Unlocked Iron Door (hard 10, 60 hp)
East
Entry One-way Door: CR 11; mechanical; Perception DC 24; Disable
Device DC 26
Room A stair ascends to a catwalk hanging between the north and south walls,
Features A ruined gauntlet lies in the south side of the room
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
Trap
of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
North Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
Entry 20 hp)
Room Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
#366 18; hard 5, 15 hp)
West
Entry
Rune of Dread: CR 10; magic; Perception DC 26; Disable Device DC
26; Trigger proximity (alarm); Reset none; Effect fear (frightened for 1d4
rounds, DC 18 Will save negates); multiple targets (all targets in a 10 ft.
radius burst)

Leads to room #203


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

A bookcase and concealed door pivots smoothly

East Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


Entry Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #404, inhabited by 10 x Rust Monster


4 x Aboleth

Aboleth: CR 7, XP 3200; LE Huge Aberration (aquatic); Init +5; Senses


darkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20,
touch 9, flat-footed 19; (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48);
Fort +8, Ref +5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles
+10 (1d6+5 plus slime); Space 15 ft.; Reach 15 ft.; SA spell-like abilities
CL 16th; Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17; Base Atk +6,
CMB +13, CMD 24 (can't be tripped)

Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,
Monster Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron
Will, Lightning Reflexes, Weapon Focus (tentacle)

Treasure: 23 pp, 425 gp; Aquamarine (350 gp), Aquamarine (650 gp),
Deep Blue Spinel (100 gp), Milky Quartz (60 gp), Saltwater Pearl (110
gp), Sard (55 gp), Smoky Quartz (45 gp), Smoky Quartz (50 gp);
Masterwork Dart (300 gp 5 sp), Masterwork Longbow (375 gp),
Masterwork Longsword (315 gp), Masterwork Quarterstaff (600 gp);
Buckler (+1 shield, Impervious) (4155 gp), Heavy Crossbow (+1
weapon) (2350 gp), Scroll of Delay Poison (cr, 150 gp), Scroll of
Misdirection (cr, 150 gp), Wand of Create Water (cr, 375 gp) (design
provides clue to function), Wand of Magic Fang (cr, 750 gp); hoard total
11595 gp 5 sp
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable Device
DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;
Trap
Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricity
damage); multiple targets (all targets in a 40 ft. square area)
Room North Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
#367 Entry #1 10 hp)
Leads to room #80
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard
10, 60 hp)
North
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
Entry #2
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of
cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
targets (all targets in a 60 ft. cone)
Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
North
Entry #3
The door is concealed within a mosaic of ghoulish carnage
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
East
The door is concealed within the mouth of a gargantuan skull carved
Entry
from stone

Leads to room #181


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

The door is concealed within an upright sarcophagus


South
Entry
One-way Door: CR 8; mechanical; Perception DC 26; Disable Device
DC 26

Leads to room #451


Empty
North Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry #1 10 hp)
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
North 10 hp)
Entry #2
Room Leads to room #25, inhabited by 8 x Basilisk
#368 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
East
Entry The door is located near the ceiling and concealed behind a tapestry
of arcane patterns
Falling Block: CR 11; mechanical; Perception DC 26; Disable
Device DC 28; Trigger location; Reset none; Effect Atk +16 melee
(11d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #141, inhabited by 5 x Wight


Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
South
Entry #1
Leads to room #167
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC
18; hard 5, 15 hp)
South
Entry #2
One-way Door: CR 10; mechanical; Perception DC 24; Disable
Device DC 28
Room A stone dais sits in the east side of the room, A rusted iron box lies in the
Features north-west corner of the room
8 x Drider

Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses darkvision


120 ft., detect good, detect law, detect magic; Perception +15; AC 20,
touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, -1 size); hp 76
(9d8+36); Fort +7, Ref +5, Will +9; Immune sleep; SR 18; Speed 30 ft.,
climb 20 ft.; Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1
plus poison); Ranged mwk composite longbow +8/+3 (1d8+2/x3); Space
10 ft.; Reach 5 ft.; SA web (+7 ranged, DC 18, hp 9), spell-like abilities
CL 9th; Spells CL 6th; Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16;
Base Atk +6, CMB +9, CMD 21 (33 vs. trip); SQ undersized weapons

Monster Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,
Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge,
Combat Casting, Weapon Focus (bite, mace)

Treasure: 820 pp, 4059 gp, 50 sp; Amber (80 gp), Amethyst (120 gp),
Black Pearl (550 gp), Bloodstone (65 gp), Freshwater Pearl (7 gp), Ivory
(50 gp), Moonstone (55 gp), Moonstone (65 gp), Onyx (60 gp), Opal
(500 gp), Red Spinel (55 gp), Saltwater Pearl (100 gp), Shell (11 gp),
Smoky Quartz (45 gp), Smoky Quartz (55 gp), Tigereye (9 gp), Topaz
(500 gp), Turquoise (9 gp); Masterwork Lance (310 gp), Masterwork
Light Hammer (301 gp), Masterwork Scale Mail (200 gp); Dart (+1
weapon) (sheds light) (2300 gp 5 sp), Scroll of Invisibility (cr, 150 gp),
Tower Shield (+1 shield, Arrow Catching) (4180 gp), Wand of Magic
Missile (cr, 750 gp); hoard total 22791 gp 5 sp
Room East Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC
#369 Entry 25; hard 5, 20 hp)
Contact Poison: CR 10; mechanical; Perception DC 26; Disable
Device DC 24; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #269


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

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable Device


South DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;
Entry Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricity
damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #141, inhabited by 5 x Wight


Empty
Secret (Search DC 20) Locked Stone Door (Open Lock DC 40, break
West DC 28; hard 8, 60 hp)
Entry
The door is opened by standing on a small floor tile
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


East Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Entry #1 none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)
Room
#370 Leads to room #246
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Rune of Dread: CR 12; magic; Perception DC 24; Disable Device


East DC 26; Trigger proximity (alarm); Reset none; Effect fear (frightened
Entry #2 for 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in
a 10 ft. radius burst)

Leads to room #445, inhabited by 2 x Ghost


Room The walls have been engraved with geometric patterns, Someone has
Features scrawled "Look to the left" on the west wall
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
North
Room Entry
Leads to room #416, inhabited by 10 x Basidirond
#371
West Secret (Search DC 30) Trapped and Locked Stone Door (Open Lock DC
Entry #1 25, break DC 28; hard 8, 60 hp)
A stone column and section of wall pivots smoothly

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #441


Secret (Search DC 20) Unlocked Stone Door (hard 8, 60 hp) (slides up,
+2 to break DC)
West
Entry #2
A stone statue and section of wall makes a loud grinding noise as it
pivots open
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Falling Block: CR 12; mechanical; Perception DC 24; Disable


South
Device DC 24; Trigger location; Reset none; Effect Atk +16 melee
Entry #1
(12d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #153, inhabited by 4 x Drider


Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
South
Entry #2 The door is located several feet above the floor and opened by
twisting an iron ring
Room A tile labyrinth covers the floor, A crushed helm lies in the south-east
Features corner of the room
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
West 10 hp)
Entry
Leads to room #182, inhabited by 11 x Gelatinous Cube
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard
8, 60 hp)
East
Room Entry #1 Ice Dart Trap: CR 9; magic; Perception DC 26; Disable Device DC
#372 24; Trigger visual (arcane eye); Reset none; Effect Atk +15 ranged (8d6
cold)
Trapped and Unlocked Iron Door (hard 10, 60 hp)

East Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


Entry #2 Device DC 30; Trigger proximity (alarm); Reset none; Effect spell
effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half
damage); multiple targets (all targets in a 60 ft. cone)
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
Trap
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC
20, break DC 15; hard 5, 10 hp)

Hidden
330 pp, 1941 gp, 190 sp, 1100 cp; Agate (9 gp), Agate (10 gp), Hematite
Treasure
(11 gp), Lapis Lazuli (9 gp), Milky Quartz (50 gp), Smoky Quartz (40
gp); Bronze statuette of a warrior (15 gp), Ivory bowl with animal
carvings (40 gp), Silver noble family seal (60 gp); Oil of Bless Weapon
(cr, 50 gp); hoard total 5565 gp
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
North
Electrified Lock: CR 10; magic; Perception DC 24; Disable Device
Entry
DC 28; Trigger touch; Reset none; Effect electric shock (11d6
electricity damage, DC 16 Reflex save for half damage)
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
(slides to one side, +1 to break DC)

West Arrow Trap: CR 11; mechanical; Perception DC 26; Disable Device


Entry DC 26; Trigger location; Reset manual; Effect Atk +16 ranged
(11d6/x3)
Room
#373 Leads to room #374, inhabited by 1 x Fire Giant
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South One-way Door: CR 9; mechanical; Perception DC 22; Disable


Entry #1 Device DC 24

Leads to room #53


Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
South
Entry #2
Leads to room #296
Room Someone has scrawled an incomplete drawing of a dragon on the south
Features wall, Several iron spikes are scattered throughout the room
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Room West
#374 Entry #1
Leads to room #173
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC
18; hard 5, 15 hp)
West
Entry #2
Arrow Trap: CR 11; mechanical; Perception DC 26; Disable Device
DC 24; Trigger location; Reset manual; Effect Atk +14 ranged (12d6/x3)
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
(slides to one side, +1 to break DC)
East
Arrow Trap: CR 11; mechanical; Perception DC 26; Disable Device
Entry
DC 26; Trigger location; Reset manual; Effect Atk +16 ranged (11d6/x3)

Leads to room #373


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

Falling Block: CR 9; mechanical; Perception DC 24; Disable Device


South
DC 22; Trigger location; Reset none; Effect Atk +13 melee (7d6);
Entry
multiple targets (all targets in a 10 ft. square area)

Leads to room #137


1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire);
Space 10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22,
CMD 31
Monster
Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 28 pp, 290 gp, 160 sp; Jade (100 gp), Onyx (50 gp), Red Spinel
(40 gp), Rock Quartz (8 gp), Sard (55 gp), Sard (65 gp), Tigereye (10
gp), Tigereye (12 gp), Topaz (600 gp), Turquoise (9 gp); Masterwork
Greataxe (320 gp), Masterwork Hide (165 gp); Potion of Acute Senses
(um, 300 gp), Potion of Cure Light Wounds (cr, 50 gp), Potion of
Levitate (cr, 300 gp), Potion of Protection from Law (cr, 50 gp), Potion
of Shield of Faith (cr, 50 gp), Scroll of Cat's Grace (cr, 150 gp), Scroll of
Protection from Chaos (cr, 25 gp), Scroll of Shield (cr, 25 gp), Scroll of
Shocking Grasp (cr, 25 gp), Wand of Animate Rope (cr, 750 gp)
(inscription provides clue to function), Wand of Detect Magic (cr, 375
gp), Wand of Detect Magic (cr, 375 gp) (inscription provides clue to
function), Wand of True Strike (cr, 750 gp); hoard total 5245 gp
Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28;
hard 8, 60 hp)

North A section of wall pivots smoothly


Entry #1
Ice Dart Trap: CR 11; magic; Perception DC 24; Disable Device DC
28; Trigger proximity (alarm); Reset none; Effect Atk +12 ranged (11d6
cold)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


North
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
Entry #2
Room deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
#375 target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
East 10 hp)
Entry #1
Leads to room #213
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
East
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry #2
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Room A narrow shaft falls into the room from above, Lit candles are scattered
Features across the floor
Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
West
Entry
A bookcase and concealed door pivots smoothly
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
East
Entry
Leads to room #432
Room
#376 South
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry #1
Trapped and Unlocked Iron Door (hard 10, 60 hp)
South
Earthmaw Trap: CR 12; magic; Perception DC 26; Disable Device
Entry #2
DC 26; Trigger location; Reset none; Effect earthmaw (10d6 damage, DC
16 Reflex save for half damage)
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides to one side, +1 to break DC)
South
Thunderstone Mine: CR 12; magic; Perception DC 26; Disable
Entry #3
Device DC 24; Trigger location; Reset none; Effect thunder blast (12d6
sonic damage, DC 18 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)
Empty
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
North 10 hp)
Entry
Leads to room #280, inhabited by 2 x Dracolisk
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
West 15 hp)
Entry #1
Leads to room #86
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
West 5, 10 hp) (slides down, +1 to break DC)
Entry #2
A bookcase and concealed door pivots smoothly
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to
one side, +1 to break DC)
West
Room Entry #3 Falling Block: CR 8; mechanical; Perception DC 26; Disable
#377 Device DC 26; Trigger location; Reset none; Effect Atk +11 melee
(9d6); multiple targets (all targets in a 10 ft. square area)
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry
Leads to room #23, inhabited by 5 x Nabasu
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp)

South Guillotine Blade: CR 12; mechanical; Perception DC 28; Disable


Entry Device DC 28; Trigger location; Reset manual; Effect Atk +16 melee
(11d6/19-20)

Leads to room #404, inhabited by 10 x Rust Monster


Room Several iron cages are scattered throughout the room, Someone has
Features scrawled "The Black Hammers looted this place" on the north wall
North Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
Room Entry 10 hp)
#378 South Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
Entry 5, 20 hp) (magically reinforced, +10 to break DC)
The door is concealed behind a statue of a fearsome dragon, and
opened by reaching into its mouth

Leads to room #308, inhabited by 14 x Dark Creeper


Someone has scrawled "In the Year of Runes, when the Bridge of Roses
Room is broken and the forests are made spears, the Sword of Rings shall be
Features destroyed" on the south wall, A rusted breastplate lies in the north side of
the room
7 x Cloaker

Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses


darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA
shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8 (1d6+5),
tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA
engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14; Base Atk
Monster
+4, CMB +10, CMD 23 (can't be tripped)

Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge


(religion) +11, Perception +14, Sense Motive +8, Stealth +8; Combat
Reflexes, Improved Initiative, Skill Focus (Perception)

Treasure: 320 pp, 1343 gp, 330 sp, 1500 cp; Masterwork Chain Shirt
(250 gp); Potion of Jump (cr, 50 gp), Scroll of Entangle (cr, 25 gp);
hoard total 4916 gp
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
North 15 hp)
Entry
Leads to room #139, inhabited by 14 x Dark Creeper
Trapped and Locked Simple Wooden Door (Open Lock DC 40, break
DC 15; hard 5, 10 hp)
Room Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable
#379 South
Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Entry
none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #229


Room A stone ramp ascends towards the west wall, The ceiling is covered with
Features scorch marks
Room West Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
#380 Entry 20 hp)
Leads to room #113
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South
Entry The door is concealed behind a tapestry of arcane patterns

Leads to room #210, inhabited by 10 x Adamantine Cobra


Room A tile labyrinth covers the floor, A clicking noise can be faintly heard
Features near the east wall
1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire);
Space 10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22,
CMD 31
Monster
Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 15 gp, 110 sp; Masterwork Composite Shortbow (+2 Str


bonus) (525 gp); Light Crossbow (+1 weapon) (sheds light) (2335 gp),
Mithral Shirt (1100 gp), Potion of Magic Fang (cr, 50 gp), Potion of
Reduce Person (cr, 50 gp), Potion of Spider Climb (cr, 300 gp), Scroll of
Cause Fear (cr, 25 gp), Scroll of Magic Fang (cr, 25 gp), Wand of Icicle
Dagger (um, 750 gp) (inscription provides clue to function); hoard total
5186 gp
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Magic Missle Trap: CR 12; magic; Perception DC 24; Disable


North
Device DC 24; Trigger proximity (alarm); Reset none; Effect magic
Room Entry #1
missile (8d6 force damage); never miss
#381
Leads to room #362
North
Trapped and Unlocked Iron Door (hard 10, 60 hp)
Entry #2
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #425, inhabited by 5 x Ochre Jelly


A magical idol in the north side of the room grants greater dexterity to
Room
whomever sacrifices a magical item (but only once), A tapestry of vile
Features
acts hangs from the south wall
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
North
Entry
Leads to room #133, inhabited by 5 x Drider
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC
18; hard 5, 15 hp)

Thunderstone Mine: CR 8; magic; Perception DC 22; Disable Device


East
DC 22; Trigger location; Reset none; Effect thunder blast (8d6 sonic
Room Entry
damage, DC 12 Fort save for half damage); multiple targets (all targets in a
#382 10 ft. radius burst)

Leads to room #286, inhabited by 5 x Hill Giant


South
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Entry
Falling Block: CR 8; mechanical; Perception DC 24; Disable Device DC
Trap 22; Trigger location; Reset none; Effect Atk +15 melee (9d6); multiple
targets (all targets in a 10 ft. square area)
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
West
Entry
Leads to room #196, inhabited by 6 x Giant Scorpion
East Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry 15 hp) (slides to one side, +1 to break DC)
Room The room has a high domed ceiling, Someone has scrawled "two, seven,
Features six, two" on the north wall
Room 3 x Giant Slug
#383

Giant Slug: CR 8, XP 4800; N Huge Vermin; Init -4; Senses blindsight


Monster 60 ft.; Perception +0; AC 20, touch 4, flat-footed 20; (-4 Dex, +16
natural, -2 size); hp 102 (12d8+48); Fort +12, Ref +0, Will +4; DR
10/slashing or piercing Immune acid, mind-affecting effects; Weak
susceptible to salt; Speed 20 ft.; Melee tongue +15 (2d10+12 plus 2d8
acid); Ranged spit acid +3 (10d6 acid); Space 15 ft.; Reach 15 ft.; Str 27,
Dex 2, Con 18, Int -, Wis 10, Cha 1; Base Atk +9, CMB +19, CMD 25
(can't be tripped); SQ malleable
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

North Symbol of Hypnosis: CR 11; magic; Perception DC 26; Disable


Entry #1 Device DC 28; Trigger proximity (alarm); Reset none; Effect hypnosis
(dazed for 1d4 rounds, DC 16 Will save negates); multiple targets (all
targets in a 10 ft. radius burst)
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
North 5, 10 hp)
Entry #2
The door is concealed behind a pile of broken stone
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
North
Entry #3
The door is concealed behind a statue of a troll archer, and opened
by pulling an arrow in its quiver
Trapped and Unlocked Stone Door (hard 8, 60 hp)

Falling Block: CR 10; mechanical; Perception DC 26; Disable


West
Device DC 24; Trigger location; Reset none; Effect Atk +16 melee
Room Entry
(12d6); multiple targets (all targets in a 10 ft. square area)
#384
Leads to room #231, inhabited by 8 x Wight
Trapped and Unlocked Iron Door (hard 10, 60 hp)
South
Entry Arrow Trap: CR 11; mechanical; Perception DC 26; Disable Device
DC 24; Trigger location; Reset manual; Effect Atk +16 ranged (10d6/x3)
Room A stone stair ascends towards the north wall, A bent key lies in the
Features south-west corner of the room
5 x Hill Giant

Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses


low-light vision; Perception +6; AC 21, touch 8, flat-footed 21 (+4
Monster armor, -1 Dex, +9 natural, -1 size); hp 85 (10d8+40); Fort +11, Ref +2,
Will +3; DA rock catching; Speed 40 ft. (30 ft. in armor); Melee
greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7); Ranged rock +6
(1d8+10); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7; Base Atk +7, CMB +15, CMD 24
Skills and Feats: Climb +10, Intimidate +12, Perception +6; Cleave,
Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power
Attack, Weapon Focus (greatclub)

Treasure: 177 gp, 40 sp; Amethyst (90 gp), Azurite (9 gp), Black Pearl
(350 gp), Black Pearl (600 gp), Chrysoprase (45 gp), Coral (80 gp),
Deep Blue Spinel (80 gp), Ivory (45 gp), Ivory (55 gp), Lapis Lazuli (8
gp), Rose Quartz (40 gp), Sard (65 gp), Smoky Quartz (55 gp), Topaz
(400 gp), Zircon (40 gp); Masterwork Breastplate (350 gp), Masterwork
Glaive (308 gp), Masterwork Morningstar (308 gp), Masterwork
Shortsword (310 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of
Bull's Strength (cr, 300 gp), Potion of Cure Light Wounds (cr, 50 gp),
Potion of Goodberry (cr, 50 gp), Potion of Guidance (cr, 25 gp), Potion
of Resistance (cr, 25 gp), Scroll of Erase (cr, 25 gp), Scroll of Lightning
Bolt (cr, 375 gp), Wand of Animate Rope (cr, 750 gp), Wand of Mage
Armor (cr, 750 gp), Wand of Resistance (cr, 375 gp), Wand of Vanish
(apg, 750 gp) (design provides clue to function); hoard total 6919 gp
East
Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
#1
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


East
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
Entry
falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
#2
1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Room Secret (Search DC 25) Trapped and Stuck Iron Door (break DC 28; hard
#385 10, 60 hp)

The door is concealed behind a statue of an ancient lich, and opened


by pressing runes on his staff
South
Entry Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable Device
DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;
Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricity
damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #228, inhabited by 4 x Flesh Golem


Empty
Room West Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
#386 Entry #1 15 hp)
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

West Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


Entry #2 Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
East 10 hp)
Entry #1
Leads to room #281
East Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
Entry #2 20 hp)
Room A narrow shaft descends from the room into a magical cyst below, The
Features sound of drums fills the room
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


North
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
Entry
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #352


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

A bookcase and concealed door pivots smoothly


West
Room Entry #1 Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
#387 Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #143, inhabited by 4 x Aboleth


Secret (Search DC 25) Locked Iron Door (Open Lock DC 30, break DC
West 28; hard 10, 60 hp)
Entry #2
The door is concealed within a mosaic of an undead god
East Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry #1 10 hp) (slides to one side, +1 to break DC)
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
East
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Entry #2
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South (magically reinforced, +10 to break DC)
Entry
Leads to room #182, inhabited by 11 x Gelatinous Cube
Someone has scrawled "You cannot kill it with wizardry" in goblin runes
Room
on the north wall, A ruined iron box lies in the north-east corner of the
Features
room
Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

North The door is concealed behind a statue of a medusa, and opened by


Entry uncovering her eyes

Leads to room #261


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

A trap door in the floor leads to a short tunnel beneath the wall
West
Entry Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #288, inhabited by 2 x Dracolisk


Room
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC
#388
18; hard 5, 15 hp)

South Ice Dart Trap: CR 11; magic; Perception DC 24; Disable Device DC
Entry 28; Trigger visual (arcane eye); Reset none; Effect Atk +16 ranged (10d6
cold)

Leads to room #455


1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Monster Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire); Space
10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str 31, Dex
9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22, CMD 31

Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 280 pp, 2024 gp, 190 sp, 1000 cp; Masterwork Longsword (315
gp); hoard total 5168 gp
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
West 20 hp)
Entry
Leads to room #75, inhabited by 5 x Violet Fungus
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room
#389 Electrified Lock: CR 8; magic; Perception DC 26; Disable Device DC
South
24; Trigger touch; Reset none; Effect electric shock (7d6 electricity
Entry
damage, DC 16 Reflex save for half damage)

Leads to room #179


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

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


West Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Magic Missle Trap: CR 11; magic; Perception DC 28; Disable
#390 East
Device DC 24; Trigger proximity (alarm); Reset none; Effect magic
Entry
missile (8d6 force damage); never miss

Leads to room #327


Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard
8, 60 hp) (magically reinforced, +10 to break DC)
South
Entry Earthmaw Trap: CR 11; magic; Perception DC 26; Disable Device
DC 26; Trigger location; Reset none; Effect earthmaw (12d6 damage,
DC 16 Reflex save for half damage)
Room A shallow pit lies in the south-west corner of the room, A large demonic
Features idol with ruby eyes sits in the east side of the room
10 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2;


Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12
(+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will
+4; DA incorporeal, channel resistance +2; Immune undead traits; Speed
fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA
create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2,
CMB +4, CMD 17
Monster
Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4
in bright light); Dodge, Skill Focus (Perception)

Treasure: 32 pp, 351 gp, 34 sp, 70 cp; Amber (100 gp), Aquamarine (350
gp), Malachite (8 gp), Opal (650 gp), Pyrite (12 gp), Red Spinel (55 gp),
Rose Quartz (35 gp), Smoky Quartz (50 gp), Tourmaline (90 gp), Zircon
(50 gp); Masterwork Shortbow (330 gp), Masterwork Shortsword (310
gp); Scroll of Cause Fear (cr, 25 gp), Scroll of Whispering Wind (cr, 150
gp), Wand of Detect Poison (cr, 375 gp), Wand of Purify Food and
Drink (cr, 375 gp); hoard total 3640 gp 1 sp
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
West
Entry #1
The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


West Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
Room Entry #2 mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
#391 onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #412


Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
East
Guillotine Blade: CR 8; mechanical; Perception DC 26; Disable
Entry
Device DC 22; Trigger location; Reset manual; Effect Atk +13 melee
(7d6/19-20)
Room A chute descends from the room into a natural cavern below, A ruined
Features iron box lies in the west side of the room
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
North
Entry
Leads to room #141, inhabited by 5 x Wight
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Teleporter Crystal: CR 9; magic; Perception DC 26; Disable Device


West
DC 24; Trigger touch; Reset none; Effect teleport (teleported one level
Entry #1
down, DC 16 Will save negates)
Room
#392 Leads to room #167
West Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
Entry #2 15 hp)
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #289
Empty
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
North
Ice Dart Trap: CR 12; magic; Perception DC 28; Disable Device DC
Entry
26; Trigger proximity (alarm); Reset none; Effect Atk +12 ranged (10d6
cold)
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
West hp)
Entry
Leads to room #146
4 x Ghost

Room Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,


#393 incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17,
touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73
(7d8+42); Fort +7, Ref +5, Will +7; DA channel resistance +4,
incorporeal, rejuvenation; Immune undead traits; Speed fly 30 ft.
(perfect); Melee corrupting touch +6 (7d6, Fort. DC 18 half); SA frightful
Monster
moan (DC 18); Str -, Dex 12, Con -, Int 10, Wis 11, Cha 20; Base Atk +5,
CMB +5, CMD 22

Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)
+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, Improved
Initiative, Iron Will, Lightning Reflexes, Toughness

Treasure: 50 gp; Amber (70 gp), Green Spinel (55 gp), Sard (60 gp),
Topaz (600 gp); Masterwork Studded Leather Armor (175 gp);
Adamantine Battleaxe (3010 gp) (inscription provides clue to function);
hoard total 4020 gp
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)
West
Arrow Trap: CR 11; mechanical; Perception DC 28; Disable Device
Entry
DC 28; Trigger location; Reset manual; Effect Atk +14 ranged (12d6/x3)

Leads to room #282


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

Contact Poison: CR 12; mechanical; Perception DC 26; Disable


East
Device DC 24; Trigger touch; Reset none; Effect contact poison (nitharit
Entry
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #90, inhabited by 15 x Derro


Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South
Entry
Leads to room #8, inhabited by 2 x Drider
Room Someone has scrawled "The Gray Crusaders looted this place" on the
Features north wall, A warped spear lies in the north-east corner of the room
1 x Young Red Dragon
Room
#394
Young Red Dragon: CR 10, XP 9600; CE Large Dragon (fire); Init +5;
Senses dragon senses, smoke vision; Perception +15; AC 22, touch 10,
flat-footed 21 (+1 Dex, +12 natural, -1 size); hp 115 (11d12+44); Fort
+11, Ref +8, Will +10; Immune fire, paralysis, sleep; Weak vulnerability
to cold; Speed 40 ft., fly 200 ft. (poor); Melee bite +17 (2d6+10), 2
claws +17 (1d8+7), 2 wings +12 (1d6+3), tail slap +12 (1d8+10); Space
10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon (40-ft. cone, DC
19, 6d10 fire), spell-like abilities CL 11th; Spells CL 1st; Str 25, Dex 12,
Monster Con 19, Int 12, Wis 13, Cha 12; Base Atk +11, CMB +19, CMD 30 (34
vs. trip)

Skills and Feats: Appraise +15, Bluff +15, Fly +9, Intimidate +15,
Perception +15, Sense Motive +15, Stealth +11; Cleave, Improved
Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike

Treasure: 41 pp, 520 gp, 1700 sp, 9000 cp; Amethyst (80 gp), 2 x Coral
(100 gp), Garnet (90 gp), Jet (120 gp), Saltwater Pearl (130 gp),
Tourmaline (80 gp); Carved stone idol (30 gp), Decorated silver plate
(60 gp), Gold and ivory decanter (400 gp), Gold mask (450 gp), Gold
statue of a dragon (110 gp), Silver holy symbol (25 gp), Silver scepter
with eagle symbols (125 gp); Hat of Disguise (1800 gp), Mithral Shirt
(1100 gp), Potion of Bull's Strength (cr, 300 gp), Potion of Countless
Eyes (um, 750 gp), Wand of Enlarge Person (cr, 750 gp) (inscription
provides clue to function), Wand of Magic Aura (cr, 750 gp),
Warhammer (+1 weapon) (sheds light) (2312 gp); hoard total 10852 gp
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides
down, +1 to break DC)

North Falling Block: CR 11; mechanical; Perception DC 26; Disable


Entry Device DC 24; Trigger location; Reset none; Effect Atk +12 melee
(10d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #458


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

Acid Spray: CR 9; magic; Perception DC 26; Disable Device DC 22;


West
Trigger proximity (alarm); Reset none; Effect acid spray (8d6 acid
Entry
damage, DC 14 Reflex save for half damage)

Leads to room #353


Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
East 15 hp)
Entry
Room Leads to room #287, inhabited by 1 x Clay Golem
#395 Secret (Search DC 25) Trapped and Unlocked Strong Wooden Door
(hard 5, 20 hp)

The door is concealed within an upright sarcophagus


South
Entry
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
Room Someone has scrawled "Save yourself, kill the others" in orcish runes on
Features the north wall, A chirping noise fills the room
9 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2;


Monster
Senses darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12
(+2 deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will
+4; DA incorporeal, channel resistance +2; Immune undead traits; Speed
fly 40 ft. (good); Melee incorporeal touch +4 (1d6 Strength damage); SA
create spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2,
CMB +4, CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4
in bright light); Dodge, Skill Focus (Perception)

Treasure: 70 pp, 435 gp; Amber (80 gp), Opal (450 gp), Peridot (60 gp),
Smoky Quartz (55 gp); Masterwork Longspear (305 gp), Masterwork
Longsword (315 gp), Masterwork Studded Leather Armor (175 gp);
Scroll of Owl's Wisdom (cr, 150 gp), Scroll of Zone of Truth (cr, 150
gp), Wand of Bless (cr, 750 gp), Wand of Cause Fear (cr, 750 gp); hoard
total 4375 gp
Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard
10, 60 hp)
North
Thunderstone Mine: CR 9; magic; Perception DC 24; Disable
Entry #1
Device DC 24; Trigger location; Reset none; Effect thunder blast (8d6
sonic damage, DC 12 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)
Room North Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
#396 Entry #2 (slides to one side, +1 to break DC)
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #175, inhabited by 7 x Kyton
Room The north and east walls are covered with goblin graffiti, A pile of wax
Features blobs lies in the east side of the room
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
West Entry
#1
Leads to room #305
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)
West Entry
#2
Room One-way Door: CR 9; mechanical; Perception DC 26; Disable
#397 Device DC 24
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
West Entry 15 hp)
#3
Leads to room #114
Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
East Entry
(slides up, +2 to break DC)
The door is concealed within the mouth of a demonic face carved
from stone
Empty
Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC
15; hard 5, 10 hp)
North
Entry
Arrow Trap: CR 12; mechanical; Perception DC 26; Disable Device
DC 28; Trigger location; Reset manual; Effect Atk +12 ranged (12d6/x3)
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
East 20 hp)
Entry
Leads to room #134
1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
Room or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire); Space
#398 10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str 31, Dex
9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22, CMD 31

Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Monster
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 235 gp, 360 sp, 2000 cp; Agate (7 gp), Alabaster (13 gp),
Aquamarine (400 gp), Carnelian (50 gp), Coral (100 gp), Ivory (50 gp),
Jasper (35 gp), Jet (100 gp), Sard (55 gp), Smoky Quartz (45 gp), Topaz
(550 gp); Masterwork Breastplate (350 gp), Masterwork Club (300 gp),
Masterwork Longsword (315 gp), 2 x Masterwork Scale Mail (200 gp), 2
x Masterwork Shortsword (310 gp), Masterwork Spear (302 gp); Oil of
Light (cr, 25 gp), Potion of Pass without Trace (cr, 50 gp), Potion of
Remove Fear (cr, 50 gp), Potion of Sanctuary (cr, 50 gp), Potion of
Stabilize (cr, 25 gp), Potion of Vanish (apg, 50 gp), Potion of Virtue (cr,
25 gp), Scroll of Dispel Magic (cr, 375 gp), Wand of Ventriloquism (cr,
750 gp) (design provides clue to function); hoard total 5383 gp
Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Room North
#399 Entry #1
A bookcase and concealed door pivots smoothly
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
North
Guillotine Blade: CR 8; mechanical; Perception DC 22; Disable
Entry #2
Device DC 22; Trigger location; Reset manual; Effect Atk +11 melee
(9d6/19-20)
South
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry
5 x Wraith

Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura
(30 ft.); AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47
(5d8+25); Fort +6, Ref +4, Will +6; DA channel resistance +2,
Monster incorporeal; Immune undead traits; Weak sunlight powerlessness; Speed
fly 60 ft. (good); Melee incorporeal touch +6 (1d6 negative energy plus
1d6 Con drain); SA create spawn; Str -, Dex 16, Con -, Int 14, Wis 14,
Cha 21; Base Atk +3, CMB +6, CMD 21

Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-
Fight, Combat Reflexes, Improved Initiative
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device


West
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of
Entry
cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple
Room targets (all targets in a 60 ft. cone)
#400
Leads to room #69, inhabited by 12 x Violet Fungus
Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
South
Entry
A bookcase and concealed door pivots smoothly
Empty
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
North hp)
Entry #1
Room Leads to room #260, inhabited by 7 x Wraith
#401 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
North 10 hp)
Entry #2
Leads to room #17
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)

West Contact Poison: CR 12; mechanical; Perception DC 28; Disable


Entry Device DC 24; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #198, inhabited by 1 x Fire Giant


Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
East
Entry One-way Door: CR 11; mechanical; Perception DC 28; Disable
Device DC 24
Secret (Search DC 20) Trapped and Unlocked Good Wooden Door (hard
5, 15 hp)

A bookcase and concealed door pivots smoothly


South
Entry Contact Poison: CR 11; mechanical; Perception DC 28; Disable
Device DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

Leads to room #77


Empty
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
North 15 hp)
Entry
Leads to room #455
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
West
Entry
Leads to room #333, inhabited by 4 x Dracolisk
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Room East
The door is located several feet above the floor and concealed behind
#402 Entry
an area of fungus

Leads to room #341, inhabited by 1 x Young Red Dragon


Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
South
The door is located above a small stone dais and concealed behind a
Entry
pile of skulls

Leads to room #195, inhabited by 9 x Shadow


Empty
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
North
Falling Block: CR 8; mechanical; Perception DC 24; Disable
Entry
Device DC 24; Trigger location; Reset none; Effect Atk +15 melee
(8d6); multiple targets (all targets in a 10 ft. square area)
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room (slides down, +1 to break DC)
#403 West
Entry A bookcase and section of wall pivots smoothly

Leads to room #268


Room Sporadic knocking fills the room, A pile of broken arrows lies in the
Features north side of the room
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard
8, 60 hp)

North Guillotine Blade: CR 12; mechanical; Perception DC 28; Disable


Entry Device DC 28; Trigger location; Reset manual; Effect Atk +16 melee
(11d6/19-20)

Leads to room #377


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

A bookcase and concealed door pivots smoothly

West Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable


Entry Device DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset
Room none; Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6
#404 electricity damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #366, inhabited by 4 x Aboleth


Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East
Falling Block: CR 11; mechanical; Perception DC 28; Disable
Entry #1
Device DC 28; Trigger location; Reset none; Effect Atk +14 melee
(11d6); multiple targets (all targets in a 10 ft. square area)
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
East
Entry #2 The door is located near the ceiling and designed to make noise when
opened
South
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Entry
One-way Door: CR 9; mechanical; Perception DC 22; Disable
Device DC 22

Leads to room #303


10 x Rust Monster

Rust Monster: CR 3, XP 800; N Medium Aberration; Init +3; Senses


darkvision 60 ft., scent metals 90 ft.; Perception +12; AC 18, touch 13,
flat-footed 15 (+3 Dex, +5 natural); hp 27 (5d8+5); Fort +2, Ref +4, Will
+5; Speed 40 ft., climb 10 ft.; Melee bite +6 (1d3), antennae +6 touch
(rust); Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8; Base Atk +3, CMB
Monster
+3, CMD 16 (20 vs. trip)

Skills and Feats: Climb +8, Perception +12; Ability Focus (rust), Skill
Focus (Perception), Weapon Finesse

Treasure: 21 pp, 312 gp, 180 sp, 1300 cp; Amber (110 gp), Chrysoprase
(60 gp), Citrine (55 gp), Opal (450 gp); Scroll of Goodberry (cr, 25 gp),
Wand of Disrupt Undead (cr, 375 gp); hoard total 1628 gp
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28;
hard 8, 60 hp) (slides down, +1 to break DC)

West Falling Block: CR 8; mechanical; Perception DC 26; Disable


Entry Device DC 24; Trigger location; Reset none; Effect Atk +13 melee
(7d6); multiple targets (all targets in a 10 ft. square area)
Room
#405 Leads to room #234, inhabited by 5 x Spectre
Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry
The door is concealed within a mosaic of ancient mythology
Room A well lies in the west side of the room, A stack of rotting wooden
Features crates stands against the south wall
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
West
Magic Missle Trap: CR 9; magic; Perception DC 26; Disable Device
Room Entry
DC 24; Trigger proximity (alarm); Reset none; Effect magic missile (6d6
#406 force damage); never miss
East Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20,
Entry break DC 18; hard 5, 15 hp)
The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
South
Entry #1
Leads to room #301, inhabited by 10 x Shadow
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

Rune of Fear: CR 8; magic; Perception DC 24; Disable Device DC


South 22; Trigger proximity (alarm); Reset none; Effect fear (shaken for 1d4
Entry #2 rounds, DC 14 Will save negates); multiple targets (all targets in a 10 ft.
radius burst)

Leads to room #253, inhabited by 8 x Violet Fungus


A tile labyrinth covers the floor, Someone has scrawled "The Bears of
Room
Chains shall be sundered when the Silver Fox is chained and the Lion is
Features
broken" on the east wall
2 x Nabasu

Nabasu: CR 8, XP 4800; CE Medium Outsider (chaotic, demon, evil,


native); Init +7; Senses darkvision 60 ft.; Perception +23; AC 22, touch
14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural); hp 103 (9d10+54);
Fort +9, Ref +9, Will +9; DR 10/cold iron or good; Immune death
effects, electricity, paralysis, poison; Resist acid 10, cold 10, fire 10; SR
19; Speed 30 ft., fly 60 ft. (average); Melee 2 claws +15 (1d6+6), bite
+15 (1d8+6); SA consume life, death-stealing gaze, sneak attack +2d6,
spell-like abilities CL 8th; Str 22, Dex 17, Con 22, Int 15, Wis 16, Cha
19; Base Atk +9, CMB +15, CMD 29
Monster
Skills and Feats: Acrobatics +15, Fly +15, Knowledge (arcana) +14,
Knowledge (planes) +14, Perception +23, Sense Motive +15, Stealth
+15 (+23 in shadowy conditions), Survival +15; Cleave, Combat
Expertise, Dodge, Improved Initiative, Power Attack

Treasure: 70 gp, 180 sp, 700 cp; Sardonyx (35 gp); Masterwork
Chainmail (300 gp), Masterwork Shortbow (330 gp), Masterwork
Shortsword (310 gp); Darkleaf Studded Leather Armor (775 gp),
Dustburst Bullet (196 gp) (sheds light), Potion of Cloak of Shade (apg,
50 gp), Potion of Protection from Chaos (cr, 50 gp), Potion of Resistance
(cr, 25 gp), Potion of Stabilize (cr, 25 gp), Scroll of Identify (cr, 25 gp);
hoard total 2216 gp
Room North
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
#407 Entry
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides to one side, +1 to break DC)
West
Entry A bookcase and concealed door pivots smoothly

Leads to room #131


Secret (Search DC 30) Trapped and Stuck Strong Wooden Door (break
DC 23; hard 5, 20 hp)

The door is concealed within the mouth of a gargantuan skull carved


East
from stone
Entry
Fire Spray: CR 9; magic; Perception DC 26; Disable Device DC 26;
Trigger proximity (alarm); Reset none; Effect fire spray (7d6 fire
damage, DC 12 Reflex save for half damage)
Room A toppled statue lies in the center of the room, Someone has scrawled
Features "The Silver Guild looted this place" on the west wall
10 x Gibbering Mouther

Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3;


Senses all-around vision, darkvision 60 ft.; Perception +12; AC 19, touch
13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4,
Will +5; DA amorphous; DR 5/bludgeoning; Immune critical hits,
precision damage; Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus
grab); SA blood drain, engulf (6d4 damage plus 2 Con damage, AC 13,
hp 4), gibbering, ground manipulation, spittle (+6 ranged touch); Str 10,
Dex 17, Con 24, Int 4, Wis 13, Cha 12; Base Atk +3, CMB +3 (+7
grapple), CMD 16 (can't be tripped)

Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon
Monster
Focus (bite)

Treasure: 26 pp, 472 gp, 200 sp, 860 cp; Alabaster (9 gp), Amethyst (100
gp), Aquamarine (600 gp), Black Pearl (450 gp), Carnelian (55 gp),
Peridot (50 gp), Rock Quartz (11 gp), Saltwater Pearl (100 gp),
Sardonyx (40 gp), Sardonyx (60 gp), Zircon (45 gp), Zircon (65 gp);
Masterwork Battleaxe (310 gp), Masterwork Longbow (375 gp),
Masterwork Warhammer (312 gp); Scroll of Comprehend Languages (cr,
25 gp), Scroll of Gaseous Form (cr, 375 gp), Scroll of Hold Person (cr,
150 gp), Scroll of Levitate (cr, 150 gp), Scroll of Stabilize (cr, 12 gp 5
sp), Wand of Charm Animal (cr, 750 gp), Wand of Know Direction (cr,
375 gp), Wand of Mage Armor (cr, 750 gp), Wand of Magic Missile (cr,
750 gp) (design provides clue to function), Wand of Vanish (apg, 750
gp) (inscription provides clue to function); hoard total 7430 gp 1 sp
Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1
to break DC)

North Teleporter Crystal: CR 9; magic; Perception DC 24; Disable Device


Entry DC 24; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 14 Will save negates)

Leads to room #145, inhabited by 1 x Fire Giant


Secret (Search DC 25) Locked Iron Door (Open Lock DC 30, break DC
28; hard 10, 60 hp)
East
Entry
The door is located above a small stone dais and concealed behind a
tapestry of geometric patterns
Room Part of the west wall has collapsed into the room, Someone has scrawled
Features a crude drawing of a succubus on the west wall
Room 7 x Basilisk
#408

Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-
footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will
+5; Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con
15, Int 2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)
Monster
Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)

Treasure: 35 pp, 371 gp, 43 sp, 140 cp; Turquoise (10 gp); Masterwork
Heavy Wooden Shield (157 gp); Oil of Shillelagh (cr, 50 gp), Potion of
Resist Fire (3rd) (cr, 300 gp), Scroll of Enlarge Person (cr, 25 gp), Scroll
of Hideous Laughter (cr, 150 gp), Scroll of Inflict Moderate Wounds (cr,
150 gp), Wand of Entangle (cr, 750 gp) (design provides clue to
function), Wand of Jump (cr, 750 gp); hoard total 3068 gp 7 sp
North Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
Entry #1 15 hp)
Secret (Search DC 25) Trapped and Unlocked Good Wooden Door
(hard 5, 15 hp)
Room
#409 North A bookcase and concealed door pivots smoothly
Entry #2
Arrow Trap: CR 12; mechanical; Perception DC 26; Disable Device
DC 26; Trigger location; Reset manual; Effect Atk +12 ranged
(11d6/x3)
Trapped and Unlocked Iron Door (hard 10, 60 hp)

Arrow Trap: CR 11; mechanical; Perception DC 28; Disable Device


West
DC 28; Trigger location; Reset manual; Effect Atk +12 ranged
Entry
(11d6/x3)

Leads to room #266


South
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Entry
9 x Violet Fungus

Violet Fungus: CR 3, XP 800; N Medium Plant; Init -1; Senses low-


light vision; Perception +0; AC 15, touch 9, flat-footed 15 (-1 Dex, +6
natural); hp 30 (4d8+12); Fort +7, Ref +0, Will +1; Immune plant traits;
Monster Speed 10 ft.; Melee 4 tentacles +4 (1d4+1 plus rot); Space 5 ft.; Reach
10 ft.; Str 12, Dex 8, Con 16, Int -, Wis 11, Cha 9; Base Atk +3, CMB
+4, CMD 13

Treasure: 27 pp, 393 gp, 410 sp, 3500 cp; Jade (100 gp), Sardonyx (50
gp), Topaz (400 gp), Zircon (50 gp); Masterwork Dagger (302 gp),
Masterwork Warhammer (312 gp); hoard total 1953 gp
Rune of Dread: CR 10; magic; Perception DC 24; Disable Device DC
28; Trigger proximity (alarm); Reset none; Effect fear (frightened for
Trap
1d4 rounds, DC 16 Will save negates); multiple targets (all targets in a
10 ft. radius burst)
Hidden (Search DC 20) Unlocked Strong Wooden Chest (hard 5, 20 hp)

27 pp, 643 gp, 908 sp, 5390 cp; Aquamarine (500 gp), Black Pearl (500
gp), Chrysoprase (60 gp), Deep Blue Spinel (100 gp), Jasper (40 gp), Jet
(90 gp), Red Spinel (65 gp), Rhodochrosite (13 gp), Rose Quartz (50
gp), Sard (50 gp), Tigereye (9 gp); Elaborate silver wind chimes (60 gp),
Electrum censer with silver filigree (70 gp), Gold and ivory decanter
Hidden
(400 gp), Gold censer with silver filigree (90 gp), Gold mask (450 gp),
Treasure
Polished darkwood chalice (50 gp), Porcelain mask (40 gp), Preserved
beast head on a plaque (75 gp), Silver brazier with religious markings
(80 gp), Silver candelabra with holy symbol (75 gp), 2 x Silver holy
symbol (25 gp); Scroll of Daze (cr, 12 gp 5 gp), Scroll of Endure
Elements (cr, 25 gp), Scroll of Hold Portal (cr, 25 gp), Scroll of Remove
Fear (cr, 25 gp), Wand of Bless (cr, 750 gp) (inscription provides clue to
function), Wand of Ray of Frost (cr, 375 gp) (inscription provides clue
to function); hoard total 5186 gp 7 sp
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)

West The door is concealed behind a statue of a terrified maiden, and


Entry opened by breaking her neck

Leads to room #180, inhabited by 9 x Giant Scorpion


Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC
East 25, break DC 25; hard 5, 20 hp)
Room Entry
#410 The door is concealed within a mosaic of ancient mythology
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
(slides up, +2 to break DC)
South
The door is concealed within the mouth of a gargantuan skull carved
Entry
from stone

Leads to room #86


Empty
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
North
Guillotine Blade: CR 11; mechanical; Perception DC 24; Disable
Entry
Device DC 28; Trigger location; Reset manual; Effect Atk +14 melee
(12d6/19-20)
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
West
Room Entry
Leads to room #87, inhabited by 3 x Drider
#411
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
South
Entry
The door is located above a small stone dais and concealed within a
mosaic of vile acts
Room A tile labyrinth covers the floor, A ruined siege weapon sits in the
Features south side of the room
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


East
Room Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
Entry
#412 mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
#1
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #391


Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
East
10 hp)
Entry
#2
Leads to room #430
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
South hp)
Entry
Leads to room #10
Empty
Trapped and Unlocked Stone Door (hard 8, 60 hp)
North
Fire Spray: CR 12; magic; Perception DC 28; Disable Device DC 28;
Entry
Trigger proximity (alarm); Reset none; Effect fire spray (10d6 fire
damage, DC 16 Reflex save for half damage)
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
South
Entry The door is concealed behind an area of fungus

Leads to room #261


Someone has scrawled "The Cathedral of Runes shall be restored when
Room
the Wound is healed" in orcish runes on the east wall, A rusted gauntlet
Features
lies in the south side of the room
7 x Mummy

Room
#413 Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses
darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4
rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10
natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-; Immune
undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14
(1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15;
Base Atk +6, CMB +13, CMD 23
Monster
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)

Treasure: 102 pp, 975 gp, 460 sp, 2200 cp; Agate (7 gp), Aquamarine
(550 gp), Azurite (10 gp), Carnelian (45 gp), Deep Blue Spinel (100 gp),
Moonstone (50 gp), Onyx (45 gp), Pyrite (9 gp), Pyrite (10 gp), Rose
Quartz (50 gp), Sardonyx (55 gp), Shell (11 gp), Turquoise (9 gp);
Masterwork Dagger (302 gp), Masterwork Shortsword (310 gp); Oil of
Light (cr, 25 gp), Oil of Mage Armor (cr, 50 gp), Scroll of Augury (cr,
175 gp), Scroll of Web (cr, 150 gp), Wand of Cure Light Wounds (cr,
750 gp) (inscription provides clue to function), Wand of Protection from
Law (cr, 750 gp); hoard total 5526 gp
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
West
Entry #1
The door is concealed behind a statue of a demonic sorceress, and
opened by moving her hand
West Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry #2 10 hp)
East Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry #1 15 hp)
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard
8, 60 hp)

East Magic Missle Trap: CR 11; magic; Perception DC 26; Disable


Entry #2 Device DC 26; Trigger proximity (alarm); Reset none; Effect magic
missile (7d6 force damage); never miss

Leads to room #218


Room Skeletons hang from chains and manacles against the south wall, A pile
Room Features of barrel staves lies in the south side of the room
#414
1 x Greater Shadow

Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init


+5; Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-
footed 12 (+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5,
Ref +8, Will +7; DA incorporeal, channel resistance +2; Immune undead
traits; Speed fly 40 ft. (good); Melee incorporeal touch +11 (1d8
Strength); SA create spawn (as per shadow), strength damage; Str -, Dex
Monster 20, Con -, Int 6, Wis 12, Cha 15; Base Atk +6, CMB +11, CMD 24

Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,
+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus
(Perception, Stealth)

Treasure: 50 pp, 613 gp; Milky Quartz (35 gp), Opal (400 gp), Peridot
(65 gp), Saltwater Pearl (100 gp); Scroll of Grease (cr, 25 gp), Scroll of
Mage Armor (cr, 25 gp), Wand of Cure Light Wounds (cr, 750 gp),
Wand of Magic Missile (cr, 750 gp); hoard total 3263 gp
Room North
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
#415 Entry
Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable
Device DC 24; Trigger location; Reset manual; Effect Atk +11 melee
(9d6/19-20)

Leads to room #300


Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West
Magic Missle Trap: CR 11; magic; Perception DC 24; Disable
Entry
Device DC 26; Trigger proximity (alarm); Reset none; Effect magic
missile (9d6 force damage); never miss
Trapped and Locked Strong Wooden Door (Open Lock DC 25, break
DC 25; hard 5, 20 hp)
South
Entry #1 Magic Missle Trap: CR 11; magic; Perception DC 26; Disable
Device DC 28; Trigger proximity (alarm); Reset none; Effect magic
missile (8d6 force damage); never miss
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South
Entry #2
Leads to room #417, inhabited by 5 x Flesh Golem
Room The room has a high domed ceiling, A large kiln and coal bin sit in the
Features center of the room
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #130, inhabited by 6 x Doppelganger
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South
Entry
Leads to room #371
10 x Basidirond

Room Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light


#416 vision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1
Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune
cold, plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10
Monster (1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13, Con
16, Int -, Wis 11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs. trip)

Treasure: 27 pp, 303 gp; Masterwork Light Pick (304 gp), Masterwork
Longsword (315 gp), Masterwork Shortbow (330 gp), Masterwork Spear
(302 gp); Scroll of Disguise Self (cr, 25 gp), Scroll of Fox's Cunning (cr,
150 gp), Wand of Charm Person (cr, 750 gp), Wand of Stone Fist (apg,
750 gp); hoard total 3499 gp
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
North
Entry #1
Leads to room #415
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

North Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


Entry #2 Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


East Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
Entry effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Room
#417 Leads to room #146
South
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry
Someone has scrawled "The Circle of the Azure Sword killed three trolls
Room
here" on the east wall, A pile of corroded iron spikes lies in the east side
Features
of the room
5 x Flesh Golem

Flesh Golem: CR 7, XP 3200; N Large Construct; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-
Monster
footed 20; (-1 Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref
+2, Will +3; DR 5/adamantine; Immune construct traits, magic; Speed
30 ft.; Melee 2 slams +13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA
berserk; Str 20, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +9, CMB
+15, CMD 24
West
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Entry
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

East Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable


Room Entry #1 Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
#418 mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East
Entry #2 Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #106, inhabited by 2 x Drider


Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)
South
Entry The door is concealed within a horrific torture device

Leads to room #103, inhabited by 9 x Troll


A narrow pit covered by iron bars lies in the south side of the room,
Room Someone has scrawled "Upon the Twilight of Prisms, in the Valley of
Features Incantations, the Temple of Axes shall be found" in dwarvish runes on
the north wall
5 x Spectre

Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.);
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16);
Fort +4, Ref +5, Will +9; DA incorporeal, channel resistance +2; Weak
resurrection vulnerability, sunlight powerlessness; Speed fly 80 ft.
(perfect); Melee incorporeal touch +10 (1d8 plus energy drain); SA
create spawn, energy drain (2 levels, DC 16); Str -, Dex 16, Con -, Int
14, Wis 16, Cha 15; Base Atk +6, CMB +6, CMD 21

Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11;
Monster
Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon
Focus (touch)

Treasure: 27 pp, 462 gp, 80 sp; Amber (100 gp), Bloodstone (50 gp),
Chrysoprase (60 gp), Coral (90 gp), Onyx (60 gp), Sard (50 gp), Topaz
(500 gp), Topaz (600 gp); Masterwork Greataxe (320 gp), 2 x
Masterwork Halberd (310 gp); Scroll of Darkvision (cr, 150 gp), Scroll
of Divine Favor (cr, 25 gp), Scroll of Eagle's Splendor (cr, 150 gp),
Scroll of Silent Image (cr, 25 gp), Scroll of Summon Nature's Ally II (cr,
150 gp), Scroll of Unseen Servant (cr, 25 gp), Wand of Cure Light
Wounds (cr, 750 gp), Wand of Disguise Self (cr, 750 gp) (design
provides clue to function), Wand of Mage Armor (cr, 750 gp), Wand of
Read Magic (cr, 375 gp), Wand of Stone Shield (arg, 750 gp); hoard
total 7090 gp
Room North
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
#419 Entry
A trap door in the floor leads to a short tunnel beneath the wall

Leads to room #92


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

Guillotine Blade: CR 11; mechanical; Perception DC 26; Disable


West
Device DC 26; Trigger location; Reset manual; Effect Atk +16 melee
Entry
(12d6/19-20)

Leads to room #317


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

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


East Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
South
The door is concealed within the mouth of a gargantuan skull carved
Entry
from stone

Leads to room #446, inhabited by 9 x Basidirond


Room Someone has scrawled "There is no way out" on the west wall, The
Features south and west walls are covered with bloodstains
Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)
West
The door is concealed within an upright sarcophagus
Entry #1
Leads to room #333, inhabited by 4 x Dracolisk
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
West 20 hp)
Room
Entry #2
#420
Leads to room #92
Trapped and Unlocked Iron Door (hard 10, 60 hp)

East Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


Entry Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)

Leads to room #195, inhabited by 9 x Shadow


Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
South 15 hp)
Entry
Leads to room #113
1 x Fire Giant

Fire Giant: CR 10, XP 9600; LE Large Humanoid (fire, giant); Init -1;
Senses low-light vision; Perception +14; AC 24, touch 8, flat-footed 24
(+8 armor, -1 Dex, +8 natural, -1 size); hp 142 (15d8+75); Fort +14, Ref
+4, Will +9; DA rock catching; Immune fire; Weak vulnerability to cold;
Speed 40 ft. (30 ft. in armor); Melee greatsword +21/+16/+11 (3d6+15)
or 2 slams +20 (1d8+10); Ranged rock +10 (1d8+15 plus 1d6 fire);
Space 10 ft.; Reach 10 ft.; SA heated rock, rock throwing (120 ft.); Str
31, Dex 9, Con 21, Int 10, Wis 14, Cha 10; Base Atk +11, CMB +22,
CMD 31

Skills and Feats: Climb +14, Craft (any one) +8, Intimidate +11,
Monster Perception +14; Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power
Attack, Weapon Focus (greatsword)

Treasure: 157 gp, 30 sp; Aquamarine (550 gp), Chrysoprase (40 gp),
Chrysoprase (55 gp), Jasper (45 gp), Jasper (65 gp), Malachite (8 gp),
Milky Quartz (50 gp), Obsidian (9 gp), Opal (350 gp), Saltwater Pearl
(80 gp), Saltwater Pearl (120 gp); Masterwork Breastplate (350 gp),
Masterwork Greatsword (350 gp), 2 x Masterwork Hide (165 gp),
Masterwork Light Hammer (301 gp), Masterwork Longbow (375 gp), 2
x Masterwork Longsword (315 gp); 2 x Oil of Light (cr, 25 gp), Oil of
Mage Armor (cr, 50 gp), Potion of Aid (cr, 300 gp), Potion of Bear's
Endurance (cr, 300 gp), Potion of Enlarge Person (cr, 50 gp), Potion of
Resistance (cr, 25 gp), Potion of Touch of the Sea (apg, 50 gp), Wand of
Know Direction (cr, 375 gp); hoard total 5068 gp
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
North
Room Entry A bookcase and concealed door pivots smoothly
#421
Leads to room #31, inhabited by 4 x Succubus
West
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Entry
Magic Missle Trap: CR 12; magic; Perception DC 24; Disable
Device DC 28; Trigger proximity (alarm); Reset none; Effect magic
missile (7d6 force damage); never miss

Leads to room #324


East
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry #1
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
East
Entry #2 A bookcase and concealed door pivots smoothly

Leads to room #174, inhabited by 11 x Wight


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

Acid Spray: CR 9; magic; Perception DC 22; Disable Device DC 26;


South
Trigger visual (true seeing); Reset none; Effect acid spray (8d6 acid
Entry
damage, DC 16 Reflex save for half damage)

Leads to room #329


1 x Clay Golem

Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses


darkvision 60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-
Monster
footed 24 (-1 Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4, Ref
+3, Will +4; DR 10/adamantine and bludgeoning; Immune construct
traits, magic; Speed 20 ft.; Melee 2 slams +19 (2d10+7 plus cursed
wound); Space 10 ft.; Reach 10 ft.; SA berserk, haste; Str 24, Dex 9, Con
-, Int -, Wis 11, Cha 1; Base Atk +13, CMB +21, CMD 30
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
North 15 hp)
Entry
Leads to room #279
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break
DC 25; hard 5, 20 hp) (slides to one side, +1 to break DC)
Room
#422 South
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
Entry
Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)
Room Several headless statues are scattered throughout the room, The south
Features and west walls are covered with cracks
Secret (Search DC 30) Trapped and Locked Stone Door (Open Lock DC
40, break DC 28; hard 8, 60 hp)

A trap door in the floor leads to a short tunnel beneath the wall
West
Entry Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #363


South Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry 10 hp)
Room 9 x Wraith
#423

Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura
(30 ft.); AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47
(5d8+25); Fort +6, Ref +4, Will +6; DA channel resistance +2,
Monster incorporeal; Immune undead traits; Weak sunlight powerlessness; Speed
fly 60 ft. (good); Melee incorporeal touch +6 (1d6 negative energy plus
1d6 Con drain); SA create spawn; Str -, Dex 16, Con -, Int 14, Wis 14,
Cha 21; Base Atk +3, CMB +6, CMD 21

Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,
Combat Reflexes, Improved Initiative
Secret (Search DC 30) Trapped and Unlocked Stone Door (hard 8, 60
hp)

East The door is opened by standing on a small floor tile


Entry #1
Contact Poison: CR 11; mechanical; Perception DC 28; Disable
Device DC 28; Trigger touch; Reset none; Effect contact poison (nitharit
Room [contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
#424 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
East 10 hp)
Entry #2
Leads to room #332
Room A group of demonic faces have been carved into the east wall, Several
Features monstrous corpses are scattered throughout the room
4 x Spectre
Monster
Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7;
Senses darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.);
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16);
Fort +4, Ref +5, Will +9; DA incorporeal, channel resistance +2; Weak
resurrection vulnerability, sunlight powerlessness; Speed fly 80 ft.
(perfect); Melee incorporeal touch +10 (1d8 plus energy drain); SA
create spawn, energy drain (2 levels, DC 16); Str -, Dex 16, Con -, Int
14, Wis 16, Cha 15; Base Atk +6, CMB +6, CMD 21

Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11;
Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon
Focus (touch)

Treasure: 612 pp, 2300 gp, 340 sp; Jasper (55 gp), Rock Quartz (12 gp),
Shell (8 gp); Scroll of Corrosive Touch (um, 25 gp), Scroll of Liberating
Command (uc, 25 gp), Scroll of Scent Trail (apg, 150 gp), Scroll of
Sleep (cr, 25 gp), Wand of Floating Disk (cr, 750 gp) (design provides
clue to function); hoard total 9504 gp
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to
one side, +1 to break DC)
North
Entry Electrified Lock: CR 8; magic; Perception DC 22; Disable Device
DC 24; Trigger touch; Reset none; Effect electric shock (9d6 electricity
damage, DC 14 Reflex save for half damage)
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
East 10 hp)
Entry
Leads to room #38
Trapped and Unlocked Iron Door (hard 10, 60 hp)
Room
#425 Energy Drain Trap: CR 10; magic; Perception DC 34; Disable
South Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
Entry effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #381


Someone has scrawled "In the Year of Mercy, when the Walls of Grace
Room
are broken, the Throne of Swords shall be destroyed" in dwarvish runes
Features
on the east wall, A mouldy odor fills the room
5 x Ochre Jelly
Monster
Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60
ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 63
(6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-
affecting effects, ooze traits, slashing and piercing damage; Speed 10 ft.,
climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10
ft.; Reach 5 ft.; SA constrict (2d4+3 plus 1d4 acid); Str 14, Dex 1, Con
22, Int -, Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12
(can't be tripped)

Skills: Climb +10


Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
East
Entry
The door is concealed within an upright sarcophagus
South Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
Entry #1 15 hp)
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South
Entry #2
Leads to room #341, inhabited by 1 x Young Red Dragon
Room A tile labyrinth covers the floor, Someone has scrawled a diagram of a
Features mechanical trap on the east wall
2 x Aboleth

Room Aboleth: CR 7, XP 3200; LE Huge Aberration (aquatic); Init +5; Senses


#426 darkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20,
touch 9, flat-footed 19; (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48);
Fort +8, Ref +5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles
+10 (1d6+5 plus slime); Space 15 ft.; Reach 15 ft.; SA spell-like abilities
CL 16th; Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17; Base Atk +6,
Monster CMB +13, CMD 24 (can't be tripped)

Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,
Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron
Will, Lightning Reflexes, Weapon Focus (tentacle)

Treasure: 49 pp, 241 gp, 90 sp; Masterwork Falchion (375 gp); Oil of
Flame Arrow (cr, 750 gp), Oil of Magic Vestment (cr, 750 gp), Scroll of
Detect Poison (cr, 12 gp 5 sp), Scroll of Greater Restoration (cr, 7275
gp), Scroll of Phase Door (cr, 2275 gp); hoard total 12177 gp 5 sp
Room North
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
#427 Entry
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #188, inhabited by 7 x Cloaker


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

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


West
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep
Entry #1
pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all
targets in a 10 ft. square area)
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
West 10 hp)
Entry #2
Leads to room #356, inhabited by 2 x Spectre
3 x Spectre

Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7;


Senses darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.);
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16);
Fort +4, Ref +5, Will +9; DA incorporeal, channel resistance +2; Weak
resurrection vulnerability, sunlight powerlessness; Speed fly 80 ft.
(perfect); Melee incorporeal touch +10 (1d8 plus energy drain); SA
create spawn, energy drain (2 levels, DC 16); Str -, Dex 16, Con -, Int 14,
Wis 16, Cha 15; Base Atk +6, CMB +6, CMD 21

Monster Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,
Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11;
Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon
Focus (touch)

Treasure: 32 pp, 425 gp, 30 sp; Black Pearl (600 gp), Coral (70 gp),
Jasper (40 gp), Jasper (60 gp), Jet (100 gp), Moonstone (50 gp), Opal
(650 gp), Peridot (50 gp), Rose Quartz (45 gp), Sard (35 gp), Topaz (650
gp), Tourmaline (70 gp); Masterwork Longbow (375 gp), Masterwork
Longsword (315 gp), Masterwork Sap (301 gp); Potion of Virtue (cr, 25
gp), Scroll of Animate Rope (cr, 25 gp), Scroll of Magic Fang (cr, 25
gp), Wand of Sanctuary (cr, 750 gp) (design provides clue to function),
Wand of Summon Nature's Ally I (cr, 750 gp); hoard total 5734 gp
Room West Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
#428 Entry 20 hp)
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South
Entry Arrow Trap: CR 12; mechanical; Perception DC 28; Disable Device
DC 28; Trigger location; Reset manual; Effect Atk +14 ranged (10d6/x3)
Room Burning torches in iron sconces line the east and west walls, The floor is
Features covered with humanoid bones
5 x Succubus

Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,


extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84
(8d10+40); Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune
electricity, fire, poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly
50 ft. (average); Melee 2 claws +11 (1d6+1); SA energy drain, profane
gift, spell-like abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14,
Cha 27; Base Atk +8, CMB +11, CMD 22; SQ change shape (alter self,
Small or Medium humanoid)
Monster
Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21,
Sense Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes,
Iron Will, Weapon Finesse

Treasure: 250 pp, 1400 gp; Carved stone idol (30 gp), Decorated silver
plate (60 gp), Gold and silver chess set (100 gp), Mithral scepter with
gold inlay (600 gp), Porcelain mask (40 gp), Silver brazier with religious
markings (80 gp); Masterwork Silver Dagger (322 gp) (sheds light);
Shortspear (+1 weapon) (design provides clue to function) (2301 gp),
Studded Leather Armor (+1 armor) (1175 gp); hoard total 8608 gp
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
West 20 hp)
Entry #1
Leads to room #306
West Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
Entry #2 10 hp)
Room Trapped and Locked Strong Wooden Door (Open Lock DC 20, break
#429 DC 25; hard 5, 20 hp)
West
Entry #3 Electrified Lock: CR 11; magic; Perception DC 28; Disable Device
DC 24; Trigger touch; Reset none; Effect electric shock (11d6
electricity damage, DC 16 Reflex save for half damage)
East Entry
Trapped and Unlocked Iron Door (hard 10, 60 hp)
#1
Arrow Trap: CR 12; mechanical; Perception DC 24; Disable Device
DC 24; Trigger location; Reset manual; Effect Atk +14 ranged
(12d6/x3)
Trapped and Unlocked Stone Door (hard 8, 60 hp)

East Entry One-way Door: CR 10; mechanical; Perception DC 24; Disable


#2 Device DC 24

Leads to room #143, inhabited by 4 x Aboleth


Someone has scrawled "Elren's Council killed a white dragon here" on
Room
the south wall, A chirping noise can be heard in the south side of the
Features
room
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard
5, 10 hp)
West Entry
Leads to room #412
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
East Entry
Room Leads to room #64
#430 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard
South 5, 20 hp)
Entry
Leads to room #152
A fountain and statue of an Aberrant Goddess sits in the north side of
Room
the room, An overwhelming stench fills the north-west corner of the
Features
room
West
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Entry
East Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry 15 hp)
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Room South
#431 Entry
The door is concealed behind a statue of Death, and opened by
placing a coin in his open hand
Room A narrow shaft descends from the room into a midden chamber below,
Features The north and east walls are covered with sword cuts
2 x Aboleth
Monster
Aboleth: CR 7, XP 3200; LE Huge Aberration (aquatic); Init +5; Senses
darkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20,
touch 9, flat-footed 19; (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48);
Fort +8, Ref +5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles
+10 (1d6+5 plus slime); Space 15 ft.; Reach 15 ft.; SA spell-like abilities
CL 16th; Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17; Base Atk +6,
CMB +13, CMD 24 (can't be tripped)

Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,
Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron
Will, Lightning Reflexes, Weapon Focus (tentacle)

Treasure: 516 pp, 1684 gp, 20 sp; Agate (11 gp), Aquamarine (600 gp),
Ivory (55 gp), Jade (80 gp), Moonstone (55 gp), Obsidian (13 gp), Opal
(600 gp), Peridot (55 gp), Rose Quartz (40 gp), Sardonyx (40 gp),
Tourmaline (100 gp); Masterwork Light Flail (308 gp); hoard total 8803
gp
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
North
hp)
Entry
#1
Leads to room #444
Secret (Search DC 25) Trapped and Locked Stone Door (Open Lock DC
30, break DC 28; hard 8, 60 hp)

The door is located several feet above the floor and designed to make
North
noise when opened
Entry
#2
Contact Poison: CR 9; mechanical; Perception DC 24; Disable Device
Room DC 22; Trigger touch; Reset none; Effect contact poison (sassone leaf
#432 residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1
Con, 1 save])
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
West
Entry
Leads to room #376
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
East 20 hp)
Entry
Leads to room #1, inhabited by 6 x Cloaker
South Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Entry
#1 Leads to room #249
Secret (Search DC 30) Trapped and Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)

The door is concealed by an illusion


South
Entry Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
#2 Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit (5d6
falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for
1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd. for 6
rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)
Empty
Secret (Search DC 20) Trapped and Locked Stone Door (Open Lock DC
20, break DC 28; hard 8, 60 hp)

The door is located above a small stone dais and designed to make
noise when opened
West
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
Entry
Room Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep
#433 pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets
in a 10 ft. square area)

Leads to room #303


East
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Entry
Empty
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp)
North
Entry Magic Missle Trap: CR 12; magic; Perception DC 26; Disable Device
DC 24; Trigger proximity (alarm); Reset none; Effect magic missile (7d6
force damage); never miss
Room Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
#434
West Arrow Trap: CR 10; mechanical; Perception DC 24; Disable Device
Entry DC 28; Trigger location; Reset manual; Effect Atk +14 ranged (12d6/x3)

Leads to room #315, inhabited by 5 x Dire Bear


East Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5,
Entry 20 hp)
The door is concealed behind a statue of an armored warrior, and
opened by moving his sword

Leads to room #451


9 x Derro

Derro: CR 3, XP 800; CE Small Humanoid (derro); Init +6; Senses


darkvision 60 ft.; Perception +0; AC 17, touch 13, flat-footed 15 (+2
armor, +2 Dex, +2 natural, +1 size); hp 25 (3d8+12); Fort +5, Ref +3,
Will +6; SR 14; Weak vulnerability to sunlight; Speed 20 ft.; Melee short
sword +5 (1d4) or aklys +5 (1d6); Ranged repeating light crossbow +5
(1d6/19-20 plus poison) or aklys +5 (1d6); SA sneak attack +1d6, spell-
Monster
like abilities CL 3rd; Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16; Base
Atk +2, CMB +1, CMD 13; SQ madness, poison use

Skills and Feats: Perception +0, Stealth +9; Improved Initiative, Weapon
Finesse

Treasure: 58 gp, 430 sp, 1600 cp; Light Mace (+1 weapon) (2305 gp),
Mithral Shirt (1100 gp), Oil of Light (cr, 25 gp), Potion of Magic Fang
(cr, 50 gp); hoard total 3597 gp
Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)

The door is located near the ceiling and concealed behind a tapestry
of a legendary battle
North
Entry #1
Rune of Dread: CR 12; magic; Perception DC 24; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect fear (frightened for
1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a
10 ft. radius burst)
Room Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
#435 10, 60 hp)
North
Thunderstone Mine: CR 11; magic; Perception DC 24; Disable
Entry #2
Device DC 24; Trigger location; Reset none; Effect thunder blast (11d6
sonic damage, DC 16 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
West
Entry Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #112


Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
South 20 hp)
Entry
Leads to room #83, inhabited by 4 x Dire Bear
1 x Young Silver Dragon

Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init


+5; Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed
21; (+1 Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref +8,
Will +12; Immune acid, cold, paralysis, sleep; Weak vulnerability to fire;
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight; Melee
bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13
(1d8+7); Space 10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon
(40-ft. cone, DC 18, 6d8 cold), paralyzing breath, spell-like abilities CL
11th; Spells CL 1st; Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16;
Base Atk +11, CMB +17, CMD 28 (32 vs. trip); SQ change shape

Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,
Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,
Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack, Power
Attack, Weapon Focus (bite)
Monster
Treasure: 74 pp, 1240 gp, 4380 sp, 20600 cp; Amber (80 gp), Amethyst
(110 gp), Chrysoberyl (100 gp), Chrysoberyl (110 gp), Chrysoprase (35
gp), Citrine (45 gp), Coral (90 gp), Deep Blue Spinel (90 gp), Deep Blue
Spinel (100 gp), Ivory (45 gp), Jet (80 gp), Jet (100 gp), Jet (120 gp),
Milky Quartz (50 gp), Moonstone (35 gp), Moonstone (45 gp), Onyx (45
gp), Opal (400 gp), Opal (500 gp), Red Spinel (40 gp), Saltwater Pearl
(80 gp), Topaz (550 gp), Tourmaline (70 gp), Tourmaline (130 gp);
Bronze flagon with warrior images (50 gp), Gold and silver hand mirror
(120 gp), Gold chess set (500 gp), Gold puzzle box (500 gp), Platinum
holy symbol (500 gp), Porcelain mask (40 gp), Silver cauldron with
animal symbols (120 gp), Silver hand mirror (75 gp); Masterwork Light
Hammer (301 gp), Masterwork Sling (300 gp); Chainmail (+1 armor)
(1300 gp), Living Steel Heavy Shield (120 gp), Potion of Endure
Elements (cr, 50 gp), Potion of Touch of the Sea (apg, 50 gp), Scroll of
Hold Portal (cr, 25 gp), Scroll of Mending (cr, 12 gp 5 gp), Wand of
Enlarge Person (cr, 750 gp), Wand of Magic Weapon (cr, 750 gp); hoard
total 11237 gp
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
North
Entry
Leads to room #448
West Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
Room Entry hp)
#436 East
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Entry
Chamber of Blades Trap: CR 10; mechanical; Perception DC 25; Disable
Trap Device DC 20; Trigger location; Duration 1d4 rounds; Reset repair; Effect
Atk +20 melee (3d8+3); multiple targets (all targets in a 20 ft. square area)
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard
West 5, 10 hp)
Entry #1
The door is concealed within an upright sarcophagus
West
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Entry #2
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (magically reinforced, +10 to break DC)
East
The door is concealed within the mouth of a gargantuan skull carved
Entry
from stone

Leads to room #89, inhabited by 1 x Clay Golem


Room A fountain of water sits against the east wall, The sound of chimes can
Features be faintly heard near the south wall
Room 10 x Mummy
#437

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses


darkvision 60 ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4
rounds, Will DC 16 negates); AC 20, touch 10, flat-footed 20 (+10
natural); hp 60 (8d8+24); Fort +4, Ref +2, Will +8; DR 5/-; Immune
undead traits; Weak vulnerable to fire; Speed 20 ft.; Melee slam +14
(1d8+10 plus mummy rot); Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15;
Monster
Base Atk +6, CMB +13, CMD 23

Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)

Treasure: 42 gp, 180 sp; Alabaster (10 gp), Malachite (9 gp), Sardonyx
(55 gp); Longbow (+2 weapon) (sheds light) (8375 gp), Scroll of Mage
Hand (cr, 12 gp 5 gp), Scroll of Unseen Servant (cr, 25 gp), Wand of
Entangle (cr, 750 gp); hoard total 9296 gp
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard
5, 10 hp)
North Entry
Leads to room #295
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard
5, 15 hp)
West Entry
Leads to room #147
Room Secret (Search DC 25) Stuck Good Wooden Door (break DC 18;
#438 hard 5, 15 hp)
East Entry
A bookcase and concealed door pivots smoothly

Leads to room #251, inhabited by 12 x Rust Monster


South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Room The room has a high domed ceiling, A pile of barrel staves lies in the
Features south side of the room
North
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Entry
Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
East
Entry A bookcase and concealed door pivots smoothly

Room Leads to room #320


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

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


South
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep
Entry
pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets
in a 10 ft. square area)
Empty
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard
West Entry
5, 15 hp)
Room Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard
East Entry
#440 5, 20 hp) (slides down, +1 to break DC)
Room Numerous pillars line the north and south walls, An iron sarcophagus
Features sits in the north-east corner of the room
Room North Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (magically
#441 Entry reinforced, +10 to break DC)
Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
West hp)
Entry
Leads to room #186, inhabited by 10 x Derro
Secret (Search DC 30) Trapped and Locked Stone Door (Open Lock DC
25, break DC 28; hard 8, 60 hp)

A stone column and section of wall pivots smoothly


East
Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable Device
Entry
DC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;
Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricity
damage); multiple targets (all targets in a 40 ft. square area)

Leads to room #371


Empty
North Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
Entry 15 hp)
Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
East
The door is concealed behind a tapestry of a goddess of law
Entry
Leads to room #15, inhabited by 2 x Drider
Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1
to break DC)
Room
#442
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
South Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
Entry deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #360


Room A circle of tall stones stands in the south-west corner of the room, A pile
Features of shattered weapons lies in the east side of the room
Room North Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
#443 Entry 10 hp)
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West
Entry
Leads to room #157, inhabited by 1 x Young Red Dragon
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


East Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
Entry (cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #140


Room A stair ascends to a wooden platform in the north side of the room, The
Features scent of urine fills the north side of the room
1 x Young Silver Dragon

Young Silver Dragon: CR 10, XP 9600; LG Large Dragon (cold); Init


+5; Senses dragon senses; Perception +17; AC 22, touch 10, flat-footed
21; (+1 Dex, +12 natural, -1 size); hp 104 (11d12+33); Fort +10, Ref +8,
Will +12; Immune acid, cold, paralysis, sleep; Weak vulnerability to fire;
Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight; Melee
bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), tail +13
(1d8+7); Space 10 ft.; Reach 5 ft. (10 ft. with bite); SA breath weapon
(40-ft. cone, DC 18, 6d8 cold), paralyzing breath, spell-like abilities CL
11th; Spells CL 1st; Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16;
Base Atk +11, CMB +17, CMD 28 (32 vs. trip); SQ change shape
Monster
Skills and Feats: Acrobatics +12, Diplomacy +17, Fly +13, Heal +17,
Intimidate +17, Know. (local) +17, Perception +17, S. Motive +17,
Spellcraft +17; Hover, Improved Initiative, Iron Will, Multiattack, Power
Attack, Weapon Focus (bite)

Treasure: Bronze flagon with warrior images (50 gp), Carved ivory
scroll case (60 gp), Decorated silver plate (60 gp), 2 x Gold and platinum
statuette of a deity (750 gp), Gold and silver hand mirror (120 gp), Gold
decanter with grape vine patterns (850 gp), Gold puzzle box (500 gp),
Gold urn containing hero's ashes (5000 gp), 2 x Platinum bowl with
arcane engravings (800 gp), Platinum cauldron with odd symbols (1100
gp), Platinum chalice blessed by a saint (6000 gp), Silver flagon with
religious markings (80 gp); hoard total 16920 gp
North Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
Room Entry 20 hp)
#444 East
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Entry
Electrified Lock: CR 12; magic; Perception DC 24; Disable Device
DC 28; Trigger touch; Reset none; Effect electric shock (11d6 electricity
damage, DC 18 Reflex save for half damage)
South Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry #1 15 hp)
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
South 15 hp)
Entry #2
Leads to room #432
Earthmaw Trap: CR 9; magic; Perception DC 24; Disable Device DC
Trap 26; Trigger location; Reset none; Effect earthmaw (8d6 damage, DC 16
Reflex save for half damage)
Hidden (Search DC 25) Unlocked Simple Wooden Chest (hard 5, 10 hp)

164 gp, 225 sp, 1000 cp; Copper and glass decanter (25 gp), Crystal
skull (80 gp), Decorated silver plate (60 gp), Engraved gold scarab (75
gp), Gold cauldron with alchemical symbols (750 gp), 2 x Gold holy
symbol (100 gp), Ivory bowl with animal carvings (40 gp), Painting of a
noblewoman (50 gp), Platinum holy symbol (500 gp), Set of six ivory
Hidden
dice (30 gp), 2 x Silver holy symbol (25 gp); Masterwork lyre (100 gp);
Treasure
Scroll of Burning Hands (cr, 25 gp), Scroll of Detect Chaos (cr, 25 gp),
Scroll of Draconic Reservoir (apg, 375 gp), Scroll of Eagle's Splendor
(cr, 150 gp), Scroll of Hold Person (cr, 150 gp), Wand of Create Water
(cr, 375 gp) (design provides clue to function), Wand of Light (cr, 375
gp), Wand of Protection from Evil (cr, 750 gp) (inscription provides
clue to function), Wand of Protection from Law (cr, 750 gp) (design
provides clue to function), Wand of Touch of Fatigue (cr, 375 gp)
(design provides clue to function); hoard total 5506 gp 5 sp
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Rune of Dread: CR 12; magic; Perception DC 24; Disable Device


West DC 26; Trigger proximity (alarm); Reset none; Effect fear (frightened for
Entry #1 1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a
10 ft. radius burst)
Room
#445 Leads to room #370
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
West 10 hp)
Entry #2
Leads to room #30, inhabited by 5 x Skeletal Champion
East
Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
Entry
A bookcase and concealed door pivots smoothly

Energy Drain Trap: CR 10; magic; Perception DC 34; Disable


Device DC 34; Trigger visual (true seeing); Reset none; Effect spell
effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative
levels, DC 23 Fortitude negates after 24 hours)

Leads to room #21, inhabited by 2 x Cloaker


Secret (Search DC 30) Trapped and Locked Simple Wooden Door (Open
Lock DC 30, break DC 15; hard 5, 10 hp) (slides up, +2 to break DC)

The door is concealed behind a statue of Death, and opened by


placing a coin in his open hand
South
Entry Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset repair; Effect poison gas (insanity
mist [inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss;
onset delay (1 round); multiple targets (all targets in a 10 ft. square area)

Leads to room #46


2 x Ghost

Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,


incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17,
touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73
(7d8+42); Fort +7, Ref +5, Will +7; DA channel resistance +4,
incorporeal, rejuvenation; Immune undead traits; Speed fly 30 ft.
(perfect); Melee corrupting touch +6 (7d6, Fort. DC 18 half); SA
frightful moan (DC 18); Str -, Dex 12, Con -, Int 10, Wis 11, Cha 20;
Monster Base Atk +5, CMB +5, CMD 22

Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)
+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, Improved
Initiative, Iron Will, Lightning Reflexes, Toughness

Treasure: 95 pp, 718 gp; Amber (70 gp), Aquamarine (400 gp), Ivory (60
gp), Moonstone (65 gp), Peridot (35 gp), Red Spinel (65 gp), Saltwater
Pearl (120 gp), Topaz (550 gp); Masterwork Quarterstaff (600 gp); Scroll
of Mirror Image (cr, 150 gp), Wand of Icicle Dagger (um, 750 gp)
(design provides clue to function); hoard total 4533 gp
Room North Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 20,
#446 Entry break DC 18; hard 5, 15 hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone

Leads to room #419


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

Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


West
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Entry
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #459


Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
South 5, 20 hp)
Entry
The door is concealed behind a tapestry of arcane patterns
9 x Basidirond

Basidirond: CR 5, XP 1600; N Medium Plant; Init +1; Senses low-light


vision, tremorsense; Perception +0; AC 18, touch 11, flat-footed 17 (+1
Dex, +7 natural); hp 52 (7d8+21); Fort +8, Ref +3, Will +2; Immune
cold, plant traits; Weak cold lethargy; Speed 20 ft.; Melee slam +10
(1d8+7 plus spores); SA hallucination cloud, spores; Str 20, Dex 13,
Monster Con 16, Int -, Wis 11, Cha 1; Base Atk +5, CMB +10, CMD 21 (25 vs.
trip)

Treasure: 60 pp, 574 gp, 120 sp; Alabaster (10 gp), Black Pearl (450
gp), Black Pearl (650 gp), Bloodstone (65 gp), Citrine (55 gp), Coral (90
gp), Freshwater Pearl (12 gp), Moonstone (60 gp), Onyx (40 gp), Rose
Quartz (55 gp), Saltwater Pearl (120 gp); Oil of Arcane Mark (cr, 25
gp), Scroll of Ray of Enfeeblement (cr, 25 gp), Wand of Read Magic
(cr, 375 gp); hoard total 3218 gp
Hidden (Search DC 25) Unlocked Simple Wooden Chest (hard 5, 10 hp)

84 pp, 879 gp, 431 sp, 2044 cp; Agate (13 gp), Amethyst (110 gp),
Azurite (10 gp), Black Pearl (450 gp), Jasper (50 gp), Smoky Quartz (55
Hidden gp), Tigereye (8 gp); 2 x Bronze statuette of a warrior (15 gp), Carved
Treasure ivory scroll case (60 gp), Elaborate silver wind chimes (60 gp), Gold
bowl with dragon engravings (400 gp), Gold cup with royal crest (550
gp), Painted silk fan with electrum slats (75 gp), Porcelain doll with furs
and jewelry (80 gp), Set of six silver dice (75 gp), Silver chess set (50
gp), Silver hand mirror (75 gp), Silver holy symbol (25 gp); Potion of
Shield of Faith (cr, 50 gp), Scroll of Erase (cr, 25 gp), Scroll of Owl's
Wisdom (cr, 150 gp), Wand of Light (cr, 375 gp), Wand of Mage Hand
(cr, 375 gp); hoard total 4933 gp 5 sp 4 cp
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break
DC 15; hard 5, 10 hp)

Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;


North Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
Entry deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per
target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets
(all targets in a 10 ft. square area)

Leads to room #124


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

Electrified Lock: CR 8; magic; Perception DC 22; Disable Device


West
DC 22; Trigger touch; Reset none; Effect electric shock (8d6 electricity
Entry
damage, DC 16 Reflex save for half damage)

Leads to room #76, inhabited by 14 x Shadow


Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
East 15 hp)
Entry #1
Room Leads to room #47
#447 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
East 10 hp) (slides to one side, +1 to break DC)
Entry #2
Leads to room #328, inhabited by 13 x Rust Monster
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break
DC 25; hard 5, 20 hp)

South Earthmaw Trap: CR 10; magic; Perception DC 28; Disable Device


Entry DC 26; Trigger location; Reset none; Effect earthmaw (12d6 damage,
DC 18 Reflex save for half damage)

Leads to room #35


Room A tapestry of a legendary battle hangs from the north wall, Someone has
Features scrawled "The Ruby Order looted this place" on the east wall
5 x Cloaker

Monster Cloaker: CR 5, XP 1600; CN Large Aberration; Init +7; Senses


darkvision 60 ft.; Perception +14; AC 19, touch 12, flat-footed 16 (+3
Dex, +7 natural, -1 size); hp 51 (6d8+24); Fort +6, Ref +5, Will +7; DA
shadow shift; Speed 10 ft., fly 40 ft. (average); Melee bite +8 (1d6+5),
tail slap +3 (1d8+2); Space 10 ft.; Reach 10 ft. (5 ft. with bite); SA
engulf, moan; Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14; Base Atk
+4, CMB +10, CMD 23 (can't be tripped)

Skills and Feats: Disguise +8 (+16 as cloak), Fly +10, Knowledge


(religion) +11, Perception +14, Sense Motive +8, Stealth +8; Combat
Reflexes, Improved Initiative, Skill Focus (Perception)

Treasure: 56 pp, 523 gp, 70 sp; Aquamarine (500 gp), Bloodstone (45
gp), Carnelian (40 gp), Garnet (130 gp), Jasper (45 gp), Rhodochrosite
(10 gp), Turquoise (8 gp); Masterwork Heavy Mace (312 gp),
Masterwork Heavy Wooden Shield (157 gp), Masterwork Morningstar
(308 gp), Masterwork Shortsword (310 gp), Masterwork Sling (300 gp);
Oil of Mage Armor (cr, 50 gp), Scroll of Gust of Wind (cr, 150 gp),
Wand of Open/Close (cr, 375 gp); hoard total 3830 gp
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5,
North 20 hp)
Entry #1
Leads to room #131
North Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry #2 10 hp)
Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
(slides up, +2 to break DC)

The door is concealed within the mouth of a demonic face carved


from stone
Room East
#448 Entry Rune of Confusion: CR 9; magic; Perception DC 26; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect confusion
(confused for 1d4 rounds, DC 16 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)

Leads to room #12


Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
South
Entry
Leads to room #436
Room A narrow ledge runs along the walls, Someone has scrawled a basic map
Features of the dungeon on the north wall
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
North 10 hp)
Room Entry
#449 Leads to room #324
East Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC
Entry 25, break DC 15; hard 5, 10 hp)
The door is concealed within a horrific torture device
South
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Entry #1
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


South
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Entry #2
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #217, inhabited by 8 x Gargoyle


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

Thunderstone Mine: CR 11; magic; Perception DC 24; Disable


North Device DC 24; Trigger location; Reset none; Effect thunder blast (10d6
Entry #1 sonic damage, DC 16 Fort save for half damage); multiple targets (all
targets in a 10 ft. radius burst)

Leads to room #202, inhabited by 10 x Basidirond


Trapped and Locked Simple Wooden Door (Open Lock DC 25, break
DC 15; hard 5, 10 hp)
North
Entry #2 Falling Block: CR 10; mechanical; Perception DC 26; Disable
Device DC 26; Trigger location; Reset none; Effect Atk +12 melee
(12d6); multiple targets (all targets in a 10 ft. square area)
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room
#450 North
A bookcase and concealed door pivots smoothly
Entry #3
Leads to room #65
West Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry 10 hp)
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
South
Entry
Leads to room #205, inhabited by 9 x Wight
Room A forge and anvil sit in the south-west corner of the room, A pile of
Features rotting wood lies in the north-east corner of the room
9 x Bugbear

Monster
Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1;
Senses darkvision 60 ft., scent; Perception +8; AC 17, touch 11, flat-
footed 16 (+2 armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort
+2, Ref +4, Will +1; Speed 30 ft.; Melee morningstar +5 (1d8+3);
Ranged javelin +3 (1d6+3); Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha
9; Base Atk +2, CMB +5, CMD 16; SQ stalker

Skills and Feats: Intimidate +7, Perception +8, Stealth +10; Intimidating
Prowess, Skill Focus (Perception)

Treasure: 54 pp, 573 gp, 390 sp, 1200 cp; Obsidian (9 gp), Obsidian (12
gp), Peridot (50 gp); Masterwork Whip (301 gp); Potion of Guidance (cr,
25 gp), Potion of Virtue (cr, 25 gp), Scroll of Create Water (cr, 12 gp 5
sp), Scroll of Darkness (cr, 150 gp), Scroll of Illusion of Calm (uc, 25
gp), Scroll of Sun Metal (uc, 25 gp), Wand of Produce Flame (cr, 750
gp), Wand of Purify Food and Drink (cr, 375 gp) (inscription provides
clue to function); hoard total 2923 gp 5 sp
Secret (Search DC 20) Trapped and Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)

The door is concealed within an upright sarcophagus


North
Entry
One-way Door: CR 8; mechanical; Perception DC 26; Disable
Device DC 26

Leads to room #367


Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
West
Entry #1
A bookcase and concealed door pivots smoothly
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard
Room 5, 20 hp)
#451
West
The door is concealed behind a statue of an armored warrior, and
Entry #2
opened by moving his sword

Leads to room #434, inhabited by 9 x Derro


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

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


South
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Room A mural of a god of war covers the ceiling, A pile of rotting wood lies in
Features the west side of the room
Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
(slides up, +2 to break DC)

A bookcase and concealed door pivots smoothly


North
Entry Arrow Trap: CR 11; mechanical; Perception DC 24; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +12 ranged
(10d6/x3)

Leads to room #83, inhabited by 4 x Dire Bear


Room Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC
#452 40, break DC 25; hard 5, 20 hp)

East Entry The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths

Leads to room #172


South
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Entry
Room Spirals of gray stones cover the floor, A pile of sundered shields lies in
Features the north side of the room
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable


North Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
Entry (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
Secret (Search DC 25) Locked Iron Door (Open Lock DC 20, break DC
Room 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
#453 West
Entry A bookcase and concealed door pivots smoothly

Leads to room #225


South Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
Entry 15 hp)
Room A tapestry of ghoulish carnage hangs from the north wall, Several iron
Features cages are scattered throughout the room
2 x Hill Giant
Monster
Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses
low-light vision; Perception +6; AC 21, touch 8, flat-footed 21 (+4
armor, -1 Dex, +9 natural, -1 size); hp 85 (10d8+40); Fort +11, Ref +2,
Will +3; DA rock catching; Speed 40 ft. (30 ft. in armor); Melee
greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7); Ranged rock +6
(1d8+10); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7; Base Atk +7, CMB +15, CMD 24

Skills and Feats: Climb +10, Intimidate +12, Perception +6; Cleave,
Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power
Attack, Weapon Focus (greatclub)

Treasure: 59 pp, 488 gp, 10 sp; Peridot (45 gp), Rock Quartz (11 gp),
Shell (10 gp); Masterwork Breastplate (350 gp), Masterwork Longspear
(305 gp), Masterwork Longsword (315 gp), Masterwork Spear (302 gp);
Oil of Bless Weapon (cr, 50 gp), Oil of Light (cr, 25 gp), Potion of
Invisibility (cr, 300 gp), Potion of Spider Climb (cr, 300 gp), Scroll of
False Life (cr, 150 gp), Wand of Produce Flame (cr, 750 gp), Wand of
True Strike (cr, 750 gp); hoard total 4742 gp
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
North 20 hp)
Entry
Leads to room #131
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5,
15 hp)
West
Entry
The door is concealed behind a statue of a noble king, and opened by
stabbing a sword into his back
Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 30,
Room break DC 18; hard 5, 15 hp)
East
#454
Entry
The door is concealed within the mouth of a demonic face carved
from stone
9 x Morlock

Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8;


Monster
Senses darkvision 120 ft., scent; Perception +2; AC 15, touch 14, flat-
footed 11 (+4 Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will
+5; Immune disease, poison; Weak light blindness; Speed 40 ft., climb 30
ft.; Melee club +5 (1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack
+1d6, swarming; Str 14, Dex 19, Con 15, Int 5, Wis 14, Cha 6; Base Atk
+3, CMB +5, CMD 19; SQ expert climber

Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns);
Improved Initiative, Lightning Reflexes

Treasure: 27 pp, 268 gp, 230 sp, 800 cp; Agate (10 gp), Carnelian (55
gp), Freshwater Pearl (9 gp), Garnet (120 gp), Ivory (50 gp), Ivory (65
gp), Rose Quartz (55 gp), Topaz (600 gp); Masterwork Greataxe (320
gp), Masterwork Lance (310 gp); Potion of Enlarge Person (cr, 50 gp),
Scroll of Burning Hands (cr, 25 gp), Scroll of Compel Hostility (uc, 25
gp), Scroll of Flare (cr, 12 gp 5 gp), Wand of Resistance (cr, 375 gp);
hoard total 2650 gp
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC
18; hard 5, 15 hp)

North Ice Dart Trap: CR 11; magic; Perception DC 24; Disable Device DC
Entry 28; Trigger visual (arcane eye); Reset none; Effect Atk +16 ranged (10d6
cold)

Leads to room #388, inhabited by 1 x Fire Giant


Secret (Search DC 30) Locked Stone Door (Open Lock DC 40, break
DC 28; hard 8, 60 hp)
West
Entry A trap door in the floor leads to a short tunnel beneath the wall

Room Leads to room #95, inhabited by 10 x Shadow


#455 East Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
Entry #1 10 hp) (slides to one side, +1 to break DC)
Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 20,
break DC 25; hard 5, 20 hp) (magically reinforced, +10 to break DC)
East
The door is concealed within the mouth of a demonic face carved
Entry #2
from stone

Leads to room #237, inhabited by 7 x Gibbering Mouther


Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
South 15 hp)
Entry
Leads to room #402
Empty
Room North
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
#456 Entry
Guillotine Blade: CR 8; mechanical; Perception DC 22; Disable
Device DC 26; Trigger location; Reset manual; Effect Atk +13 melee
(7d6/19-20)
Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
West
Entry The door is located several feet above the floor and concealed within
a mosaic of arcane patterns
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East
Ice Dart Trap: CR 9; magic; Perception DC 26; Disable Device DC
Entry
24; Trigger proximity (alarm); Reset none; Effect Atk +13 ranged (8d6
cold)
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard
8, 60 hp)

Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable


South
Device DC 30; Trigger proximity (alarm); Reset none; Effect spell effect
Entry #1
(cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)

Leads to room #357, inhabited by 5 x Black Pudding


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

Rune of Dread: CR 9; magic; Perception DC 22; Disable Device DC


South
26; Trigger proximity (alarm); Reset none; Effect fear (frightened for
Entry #2
1d4 rounds, DC 12 Will save negates); multiple targets (all targets in a
10 ft. radius burst)

Leads to room #278


3 x Aboleth

Aboleth: CR 7, XP 3200; LE Huge Aberration (aquatic); Init +5; Senses


darkvision 60 ft.; Perception +14; Aura mucus cloud (5 feet); AC 20,
Monster touch 9, flat-footed 19; (+1 Dex, +11 natural, -2 size); hp 84 (8d8+48);
Fort +8, Ref +5, Will +11; Speed 10 ft., swim 60 ft.; Melee 4 tentacles
+10 (1d6+5 plus slime); Space 15 ft.; Reach 15 ft.; SA spell-like abilities
CL 16th; Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17; Base Atk +6,
CMB +13, CMD 24 (can't be tripped)
Skills and Feats: Bluff +11, Intimidate +14, Knowledge (any one) +13,
Perception +14, Spellcraft +13, Swim +24; Improved Initiative, Iron
Will, Lightning Reflexes, Weapon Focus (tentacle)

Treasure: 31 pp, 294 gp, 196 sp, 150 cp; Obsidian (13 gp),
Rhodochrosite (12 gp), Shell (9 gp); Masterwork Club (300 gp),
Masterwork Studded Leather Armor (175 gp); Scroll of Bull's Strength
(cr, 150 gp), Scroll of Command (cr, 25 gp), Scroll of Disguise Self (cr,
25 gp), Scroll of Hideous Laughter (cr, 150 gp), Scroll of Poison (cr, 700
gp), Wand of Lesser Restoration (cr, 4500 gp) (design provides clue to
function), Wand of Mage Hand (cr, 375 gp), Wand of Mending (cr, 375
gp), Wand of Mount (cr, 750 gp); hoard total 8184 gp 1 sp
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East One-way Door: CR 10; mechanical; Perception DC 28; Disable


Entry Device DC 24

Leads to room #211


Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
South
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Entry
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Room ranged (6d6); multiple targets (all targets in a 20 ft. line)
#457 Room A ladder ascends to a wooden platform in the center of the room, A
Features large demonic idol with ruby eyes sits in the north side of the room
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break
DC 28; hard 10, 60 hp)

Hidden
380 pp, 2255 gp, 530 sp, 900 cp; Agate (8 gp), Freshwater Pearl (11 gp),
Treasure
Ivory (40 gp), Shell (11 gp), Turquoise (10 gp), Zircon (45 gp); Potion
of Touch of the Sea (apg, 50 gp), Scroll of Calm Animals (cr, 25 gp),
Scroll of Disrupt Undead (cr, 12 gp 5 sp), Scroll of Vanish (apg, 25 gp);
hoard total 6354 gp 5 sp
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
North
Entry
Leads to room #66
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room (slides up, +2 to break DC)
#458 East Entry
The door is located near the ceiling and opened by twisting an iron
sconce
South Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides
Entry down, +1 to break DC)
Falling Block: CR 11; mechanical; Perception DC 26; Disable
Device DC 24; Trigger location; Reset none; Effect Atk +12 melee
(10d6); multiple targets (all targets in a 10 ft. square area)

Leads to room #395, inhabited by 9 x Shadow


Room A chute descends from the room into the next dungeon level down, An
Features iron sarcophagus sits in the north-west corner of the room
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
North
Entry #1
Leads to room #317
Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
North
Entry #2
A bookcase and concealed door pivots smoothly
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

West One-way Door: CR 12; mechanical; Perception DC 26; Disable


Entry Device DC 28
Room Leads to room #81, inhabited by 5 x Hill Giant
#459
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable


East
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
Entry #1
ranged (6d6); multiple targets (all targets in a 20 ft. line)

Leads to room #446, inhabited by 9 x Basidirond


Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
East
Entry #2
The door is concealed within a mosaic of legendary monsters
Empty

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