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The Dark Gauntlet of the Wraith King

Level 12

General

Dungeon Walls Dungeon Floor Temperature

Masonry (Climb DC 20) Flagstone Average

Illumination

Bright (lamps or torches every 40 ft.)

Corridors

Bolter Turret: CR 13; mechanical; visual trigger (arcane eye); duration 6 rounds; manual reset; Atk +13 ranged (13d6/x3); multiple targets (up to three targets within 10 ft. of each other); Search DC 30; Disable Device DC 26 An iron chandelier hangs from the ceiling here The sound of horns fills the corridor Collapsing Ceiling: CR 14; mechanical; location trigger; no reset; Atk +17 melee (13d6); multiple targets (all targets in a 40 ft. line); Search DC 30; Disable Device DC 26 The scent of smoke fills the corridor An iron chandelier hangs from the ceiling here Magic Missle Turret: CR 13; magic device; visual trigger (true seeing); duration 5 rounds; no reset; magic missile (12d6 force damage); never miss; Search DC 28; Disable Device DC 26 A tile labyrinth covers the floor Freeze Ray Trap: CR 14; magic device; proximity trigger (alarm); no reset; freeze ray (13d6 cold damage and grappled, DC 20 Reflex save for half damage only, otherwise Escape Artist DC 28 to escape grapple); Search DC 26; Disable Device DC 28 Poisoned Net Trap: CR 12; mechanical; location trigger; manual reset; Atk +14 ranged (grappled, Escape Artist DC 28 to escape, plus poison); contact poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); multiple targets (all targets in a 10 ft. square area); Search DC 28; Disable Device DC 28 A rotting odor fills the corridor Burning torches in iron sconces line the corridor Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison [injury, Fort DC 24, 1d6 Str/2d6 Str]); Search DC 16; Disable Device DC 25

c e i

m n r

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w x z

Wandering Monsters

1 2 3 4 5 6

9 x Stone Giant, investigating a strange noise 13 x Troll, hunting for food 14 x Troll, wandering aimlessly 1 x Colossal Monstrous Spider (vermin), consumed by disease and madness 11 x Troll, actively patrolling their territory 9 x Ettin Skeleton, returning to their lair with plunder

Room #1

North Entry #1 North Entry #2

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) Archway ! Leads to room #54, inhabited by 11 x Dire Bear

West Entry East Entry Monster

Unlocked Stone Door (hard 8, 60 hp) Archway 12 x Ettin Skeleton Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8

squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

Room #2

South Entry Room Features

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) A set of demonic war masks hangs on the east wall, The sound of chimes can be heard in the center of the room

Room #3

North Entry #1 North Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC) Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) ! Leads to room #12, inhabited by 11 x Ettin Skeleton

East Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #14

East Entry #2

Unlocked Stone Door (hard 8, 60 hp) ! Leads to room #52

South Entry #1

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) (slides down, +1 to break DC) ! Leads to room #21, inhabited by 1 x Elder Black Pudding (ooze)

South Entry #2

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) ! Leads to room #64, inhabited by 5 x Frost Giant

Empty

Room #4

North Entry

Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #46, inhabited by 7 x Hill Giant

East Entry #1 East Entry #2 Room Features

Archway Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Someone has scrawled "Abandon all hope" on the east wall, A rotting tome lies in the center of the room

Room #5

North Entry #1

Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC) ! Leads to room #53

North Entry #2 West Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) ! Leads to room #40, inhabited by 1 x Purple Worm

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) ! Leads to room #51

Monster

8 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7 Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub) Treasure: 900 pp; Alexandrite (200 gp), Aquamarine (300 gp), 2 x Aquamarine (600 gp), Black Star Sapphire (1600 gp), Coral (90 gp), Golden Yellow Topaz (300 gp), Onyx (40 gp); Composite Longbow (Small) (+2 weapon) (Lawful Good, Int 15, Wis 10, Cha 15, Ego 9, Speech (Common, Giant, Halfling) and telepathy (wielder only), Darkvision (60 ft.) and hearing, Bluff 10 ranks, Detect Magic at will, Major Image 1/day) (27400 gp); hoard total 40130 gp

Room #6

West Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) ! Leads to room #57, inhabited by 1 x Purple Worm

East Entry South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Archway ! Leads to room #22

Room Features Monster

Someone has scrawled "They ate Stecha" on the south wall, A pile of rotten bread lies in the south side of the room 4 x Frost Giant Frost giant: CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40 ft. (8 squares); AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21; Base Atk +10; Grp +23; Atk +18 melee (3d6+13/x3, greataxe) or +18 melee (1d4+9, slam) or +9 ranged (2d6+9, rock); Full Atk +18 /+13 melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2 slams) or +9 ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CE; SV Fort +14, Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack Treasure: 400 pp; Deep Blue Spinel (400 gp), Rock Crystal (50 gp), Star Rose Quartz (40 gp), Violet Garnet (400 gp), Violet Garnet (700 gp), White Pearl (70 gp); hoard total 5660 gp

Room #7

North Entry #1 North Entry #2

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) ! Leads to room #45

West Entry South Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) ! Leads to room #17

Monster

1 x Purple Worm Purple worm: CR 12; Gargantuan magical beast; HD 16d10+112; hp 200; Init -2; Spd 20 ft. (4 squares), burrow 20 ft., swim 10 ft.; AC 19 (-4 size, -2 dex, +15 natural), touch 4, flat-footed 19; Base Atk +16; Grp +40; Atk +25 melee (2d8+12, bite); Full Atk +25 melee (2d8+12, bite) and +20 melee (2d6+6 plus poison, sting); Space/Reach 20 ft./15 ft.; SA Improved grab, swallow whole, poison; SQ Tremorsense 60 ft.; AL N; SV Fort +17, Ref +8, Will +4; Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8 Skills and Feats: Listen +18, Swim +20; Awesome Blow, Cleave, Improved

Skills and Feats: Listen +18, Swim +20; Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting) Treasure: -; hoard total

Room #8

North Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #33, inhabited by 4 x Frost Giant

North Entry #2 East Entry Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Unlocked Strong Wooden Door (hard 5, 20 hp) 4 x Stone Giant Stone giant: CR 8 (elder 9); Large giant (earth); HD 14d8+56; hp 119; Init +2; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 25 (-1 size, +2 dex, +11 natural, +3 hide), touch 11, flat-footed 23; Base Atk +10; Grp +22; Atk +17 melee (2d8+12, greatclub) or +17 melee (1d4+8, slam) or +11 ranged (2d8+12, rock); Full Atk +17 /+12 melee (2d8+12, greatclub) or +17 melee (1d4+8, 2 slams) or +11 ranged (2d8+12, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Darkvision 60 ft., low-light vision, rock catching; AL N; SV Fort +13, Ref +6, Will +7; Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11 Skills and Feats: Climb +11, Hide +6*, Jump +11, Spot +12; Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot Treasure: 400 pp; Arcane Scroll (Mending (12 gp 5 sp), Ray of Enfeeblement (25 gp), Darkvision (150 gp)) (total 187 gp 5 sp), Arcane Scroll (Mage Armor (25 gp), Bear's Endurance (150 gp), Spectral Hand (150 gp)) (total 325 gp), Divine Scroll (Magic Stone (25 gp), Shield of Faith (25 gp), Lesser Restoration (150 gp)) (total 200 gp), Oil of Shillelagh (50 gp), Potion of Cure Light Wounds (50 gp), Potion of Enlarge Person (250 gp); hoard total 5062 gp 5 sp

Room #9

West Entry #1 West Entry #2

Stuck Iron Door (break DC 28; hard 10, 60 hp) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp) ! Leads to room #62

East Entry

Unlocked Good Wooden Door (hard 5, 15 hp) ! Leads to room #36, inhabited by 9 x Hill Giant

South Entry Room Features Monster

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) A well lies in the south-west corner of the room, Someone has scrawled "It is awake" on the east wall 10 x Ettin Skeleton Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8 squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

Room #10

North Entry West Entry #1 West Entry #2 South Entry

Archway Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC) Unlocked Good Wooden Door (hard 5, 15 hp) Archway

Monster

10 x Troll Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size, +2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6, claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent; AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track Treasure: 1900 gp; Coral (120 gp), Emerald (800 gp), Freshwater Pearl (10 gp), Lapis Lazuli (9 gp), Obsidian (8 gp), Red Garnet (70 gp), Turquoise (11 gp); hoard total 2928 gp

Room #11

North Entry East Entry

Unlocked Stone Door (hard 8, 60 hp) Archway ! Leads to room #32, inhabited by 1 x Purple Worm

South Entry Monster

Unlocked Simple Wooden Door (hard 5, 10 hp) 1 x Purple Worm Purple worm: CR 12; Gargantuan magical beast; HD 16d10+112; hp 200; Init -2; Spd 20 ft. (4 squares), burrow 20 ft., swim 10 ft.; AC 19 (-4 size, -2 dex, +15 natural), touch 4, flat-footed 19; Base Atk +16; Grp +40; Atk +25 melee (2d8+12, bite); Full Atk +25 melee (2d8+12, bite) and +20 melee (2d6+6 plus poison, sting); Space/Reach 20 ft./15 ft.; SA Improved grab, swallow whole, poison; SQ Tremorsense 60 ft.; AL N; SV Fort +17, Ref +8, Will +4; Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8 Skills and Feats: Listen +18, Swim +20; Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting) Treasure: -; hoard total

Room #12

North Entry #1 North Entry #2

Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #62

West Entry South Entry #1

Archway Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) ! Leads to room #3

South Entry #2 Room Features Monster

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) Various torture devices are scattered throughout the room, A metallic odor fills the room 11 x Ettin Skeleton Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8 squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1 Skills and Feats: ; Improved Initiative

Room #13

West Entry #1

Unlocked Iron Door (hard 10, 60 hp) ! Leads to room #52

West Entry #2

Unlocked Stone Door (hard 8, 60 hp) ! Leads to room #64, inhabited by 5 x Frost Giant

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #65

South Entry #1 South Entry #2 Empty

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

Room #14

North Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #36, inhabited by 9 x Hill Giant

North Entry #2 West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #3

East Entry South Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp) Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #52

Room Features

The room has a high domed ceiling, A large kiln and coal bin sit in the south-east corner of the room

Room #15

West Entry East Entry #1 East Entry #2

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

Empty

Room #16

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #47

South Entry Empty

Archway

Room #17

North Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) ! Leads to room #7, inhabited by 1 x Purple Worm

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) ! Leads to room #47

Room Features

A magical mirror on the west wall answers questions with lies and falsehoods, A rusted chain shirt lies in the north side of the room

Room #18

East Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC) ! Leads to room #44

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

A wooden ladder rests against the west wall, Sporadic knocking can be faintly heard near the west wall

Room #19

North Entry #1 North Entry #2

Archway Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp) ! Leads to room #55

North Entry #3 South Entry #1 South Entry #2

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC) Someone has scrawled "Fosco stands here, slain by a basilisk" on the south wall, The ceiling is covered with cobwebs 2 x Gargantuan Monstrous Spider (vermin) Gargantuan monstrous spider: CR 8; Gargantuan vermin; HD 16d8+32; hp 104; Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 19 (-4 size, +3 dex, +10 natural), touch 9, flat-footed 16; Base Atk +12; Grp +31; Atk +15 melee (2d8+10 plus poison, bite); Full Atk +15 melee (2d8+10 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +12, Ref +8, Will +5; Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2 Skills and Feats: Climb +14, Hide -5*, Jump +7*, Spot +4*; Treasure: Black Pearl (300 gp), Golden Yellow Topaz (400 gp), Hematite (8 gp), Malachite (8 gp), Obsidian (11 gp), Obsidian (14 gp), Onyx (50 gp), Red-brown Spinel (90 gp); hoard total 881 gp

Room Features Monster

Room #20

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp) ! Leads to room #38

West Entry East Entry South Entry Room Features

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Archway Archway A toppled statue lies in the east side of the room, Iron chains hang from the ceiling in the north side of the room

Room #21

North Entry #1 North Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp) Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) (slides down, +1 to break DC) ! Leads to room #3

East Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp) ! Leads to room #64, inhabited by 5 x Frost Giant

South Entry Room Features Monster

Archway A group of demonic faces have been carved into the west wall, Someone has scrawled "I'd rather be at the Archer's House" on the west wall 1 x Elder Black Pudding (ooze) Elder black pudding: CR 12; Gargantuan ooze; HD 20d10+180; hp 290; Init -5; Spd 20 ft. (4 squares), climb 20 ft.; AC 1 (-4 size, -5 dex), touch 1, flatfooted 1; Base Atk +15; Grp +35; Atk +19 melee (3d6+12 plus 3d6 acid, slam); Full Atk +19 melee (3d6+12 plus 3d6 acid, slam); Space/Reach 20

slam); Full Atk +19 melee (3d6+12 plus 3d6 acid, slam); Space/Reach 20 ft./20 ft.; SA Acid, constrict 2d8+12 plus 2d6 acid, improved grab; SQ Blindsight 60 ft., split, ooze traits; AL N; SV Fort +15, Ref +1, Will +1; Str 26, Dex 1, Con 28, Int -, Wis 1, Cha 1 Skills and Feats: Climb +16; -

Room #22

North Entry

Archway ! Leads to room #6, inhabited by 4 x Frost Giant

West Entry South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #65

Room Features

Someone has scrawled "The walls listen" on the east wall, A pile of iron blobs lies in the north-west corner of the room

Room #23

West Entry #1 West Entry #2 East Entry Empty

Stuck Iron Door (break DC 28; hard 10, 60 hp) Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC) Unlocked Simple Wooden Door (hard 5, 10 hp)

Room #24

West Entry

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) ! Leads to room #67, inhabited by 6 x Dire Bear

South Entry #1 South Entry #2 Room Features

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Part of the ceiling has collapsed into the room, A faded and torn tapestry hangs from the south wall

Room #25

North Entry West Entry East Entry Room Features Monster

Unlocked Strong Wooden Door (hard 5, 20 hp) Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) Archway Someone has scrawled "Mind the gap" in dwarvish on the east wall, Chanting can be heard in the north-west corner of the room 10 x Hill Giant Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7 Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub) Treasure: Bolt of Silk (60 gp), Iron Mace (100 gp), Large Carpet threaded with Silver (1000 gp), Pewter Dagger (80 gp), Silver Cloth Tabard (1200 gp); Figurine of Wondrous Power (marble elephant) (17000 gp) (design provides clue to function); hoard total 19440 gp

Room #26

North Entry #1 North Entry #2 West Entry

Archway Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp) Archway ! Leads to room #38

East Entry #1

Stuck Stone Door (break DC 28; hard 8, 60 hp) ! Leads to room #34, inhabited by 5 x Hill Giant

East Entry #2 Room Features Monster

Unlocked Simple Wooden Door (hard 5, 10 hp) Spirals of green stones cover the floor, A dagger hilt lies in the south-west corner of the room 5 x Fire Giant Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15, greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10 ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14, Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11 Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack Treasure: 1000 gp; A Perfect Rose in Temporal Stasis (6000 gp), Bolt of Silver Cloth (1600 gp), Electrum Rod set with Red Garnet (1500 gp), Ermine Pouch (1300 gp), Fox Fur Hunter's Cap (1000 gp), Fox Fur Shoes set with Star Rose Quartz (800 gp), Iron Earrings (100 gp), Lacquered Wooden Miniature (of a Kraken) set with Malachite (600 gp), Lacquered Wooden Puzzle Box inlaid with Gold (1500 gp), Leopard Fur Gloves (300 gp), Marble Dice (pair) set with Blue Quartz (600 gp); hoard total 16300 gp

Room #27

North Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #59, inhabited by 4 x Hill Giant

North Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp) ! Leads to room #37

North Entry #3 West Entry Monster

Stuck Iron Door (break DC 28; hard 10, 60 hp) Archway 6 x Hill Giant Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7 Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub) Treasure: 1000 gp; Black Opal (1000 gp); Heavy Steel Shield (Medium) (+2 shield) (4170 gp), Incense of Meditation (4900 gp); hoard total 11070 gp

Hidden Treasure

Hidden (Search DC 30) Trapped and Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp) Teleporter Crystal: CR 13; magic device; touch trigger; no reset; teleport (teleported one level down, DC 16 Will save negates); Search DC 26; Disable Device DC 28

Disable Device DC 28 400 pp; Arcane Scroll (Darkness (150 gp), Clairaudience/Clairvoyance (375 gp), Deep Slumber (375 gp)) (total 900 gp), Potion of Barkskin (+2) (300 gp), Potion of Darkvision (300 gp); hoard total 5500 gp

Room #28

North Entry West Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) (magically reinforced, +10 to break DC) Archway ! Leads to room #60, inhabited by 2 x Frost Giant

South Entry Room Features Monster

Unlocked Good Wooden Door (hard 5, 15 hp) Several iron cages are scattered throughout the room, A swarm of crawling insects covers the floor 8 x Ettin Ettin: CR 6; Large giant; HD 10d8+20; hp 65; Init +3; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 18 (-1 size, -1 dex, +7 natural, +3 hide), touch 8, flat-footed 18; Base Atk +7; Grp +17; Atk +12 melee (2d6+6, morningstar) or +5 ranged (1d8+6, javelin); Full Atk +12 /+7 melee (2d6+6, 2 morningstars) or +5 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -; SQ Low-light vision, superior two-weapon fighting; AL CE; SV Fort +9, Ref +2, Will +5; Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11 Skills and Feats: Listen +10, Search +1, Spot +10; Alertness, Improved Initiative, Iron Will, Power Attack Treasure: 100 pp; Light Steel Shield (Medium) (+4 shield, Greater Acid Resistance) (82159 gp); hoard total 83159 gp

Room #29

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #65

Trap

Collapsing Ceiling: CR 11; mechanical; location trigger; no reset; Atk +12 melee (11d6); multiple targets (all targets in a 40 ft. line); Search DC 24; Disable Device DC 24 Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp) 100 pp; Brass Brooch set with Blue Quartz (1000 gp), Fine Cloth Robe (150 gp); hoard total 2150 gp

Hidden Treasure

Room #30

North Entry West Entry

Archway Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC) ! Leads to room #37

South Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC) ! Leads to room #50

South Entry #2 Monster

Stuck Stone Door (break DC 28; hard 8, 60 hp) 4 x Frost Giant Frost giant: CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40 ft. (8 squares); AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21; Base Atk +10; Grp +23; Atk +18 melee (3d6+13/x3, greataxe) or +18 melee (1d4+9, slam) or +9 ranged (2d6+9, rock); Full Atk +18 /+13 melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2 slams) or +9 ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CE; SV Fort +14, Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11

Cha 11 Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack Treasure: 3000 gp; Coral Ring (100 gp), Ebony Miniature (of a Female Dwarf Jester) inlaid with Bronze (900 gp), Ivory Pedestal (1700 gp), Porcelain Scroll Case carved with Knotwork (600 gp), Silver Cloth Tabard set with Coral (4000 gp); Wand of Summon Monster III (17 of 50 charges) (3825 gp); hoard total 14125 gp

Room #31

East Entry South Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) ! Leads to room #38

Room Features

A group of demonic faces have been carved into the west wall, Someone has scrawled "Thunero died here" in orcish on the south wall

Room #32

West Entry #1 West Entry #2 West Entry #3

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Unlocked Strong Wooden Door (hard 5, 20 hp) Archway ! Leads to room #11, inhabited by 1 x Purple Worm

Monster

1 x Purple Worm Purple worm: CR 12; Gargantuan magical beast; HD 16d10+112; hp 200; Init -2; Spd 20 ft. (4 squares), burrow 20 ft., swim 10 ft.; AC 19 (-4 size, -2 dex, +15 natural), touch 4, flat-footed 19; Base Atk +16; Grp +40; Atk +25 melee (2d8+12, bite); Full Atk +25 melee (2d8+12, bite) and +20 melee (2d6+6 plus poison, sting); Space/Reach 20 ft./15 ft.; SA Improved grab, swallow whole, poison; SQ Tremorsense 60 ft.; AL N; SV Fort +17, Ref +8, Will +4; Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8 Skills and Feats: Listen +18, Swim +20; Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting) Treasure: -; Bolt of Silk threaded with Silver (200 gp), Carved Wooden Staff studded with Electrum (500 gp), Crystal Ball (2200 gp), Fine Cloth Gown threaded with Platinum (200 gp), Fox Fur Pouch inlaid with Copper (600 gp), Fox Fur Talisman set with Rhodochrosite (200 gp), Glass Eye (700 gp), Red-brown Spinel Urn (900 gp); hoard total 5500 gp

Room #33

North Entry #1 North Entry #2 West Entry East Entry South Entry

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp) Archway Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #8, inhabited by 4 x Stone Giant

Room Features Monster

A wooden platform hangs over a deep pit in the south side of the room, A tile labyrinth covers the floor 4 x Frost Giant Frost giant: CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40 ft. (8 squares); AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21; Base Atk +10; Grp +23; Atk +18 melee (3d6+13/x3, greataxe) or +18 melee (1d4+9, slam) or +9 ranged (2d6+9, rock); Full Atk +18 /+13 melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2 slams) or +9 ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ

ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CE; SV Fort +14, Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack Treasure: 1000 gp; Alexandrite (600 gp), Coral (110 gp), Eye Agate (14 gp), Rock Crystal (50 gp), Star Ruby (1000 gp), Zircon (60 gp); Gloves of Dexterity (+4) (16000 gp); hoard total 18834 gp Trap Acid Turret: CR 12; magic device; visual trigger (true seeing); duration 5 rounds; no reset; acid spray (9d6 acid damage for 1d4 rounds, DC 16 Reflex save for half damage); Search DC 26; Disable Device DC 28 Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp) 1000 gp; Silver Pearl (100 gp), Star Rose Quartz (60 gp), Turquoise (12 gp); Oil of Invisibility (300 gp), Potion of Spider Climb (300 gp), Wand of Cat's Grace (40 of 50 charges) (3600 gp); hoard total 5372 gp

Hidden Treasure

Room #34

North Entry West Entry #1 West Entry #2 West Entry #3

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Stuck Stone Door (break DC 28; hard 8, 60 hp) ! Leads to room #26, inhabited by 5 x Fire Giant

Room Features Monster

An iron sarcophagus sits in the north-west corner of the room, A pile of empty flasks lies in the north-east corner of the room 5 x Hill Giant Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7 Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub) Treasure: 140 pp; Fox Fur Coinpurse set with Citrine (400 gp); hoard total 1800 gp

Room #35

South Entry #1 South Entry #2 Empty

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

Room #36

West Entry #1 West Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Unlocked Good Wooden Door (hard 5, 15 hp) ! Leads to room #9, inhabited by 10 x Ettin Skeleton

East Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break DC) ! Leads to room #57, inhabited by 1 x Purple Worm

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #14

Room Features

A magical altar in the north-east corner of the room heals all wounds of whomever sacrifices a magical item (but only once), A mouldy odor fills the room 9 x Hill Giant Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7 Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub) Treasure: 1000 gp; Chrysoprase (70 gp), Moss Agate (12 gp); Arcane Scroll (Ray of Enfeeblement (25 gp)) (total 25 gp), Divine Scroll (Eagle's Splendor (150 gp)) (total 150 gp), Wand of Hold Person (31 of 50 charges) (2790 gp); hoard total 4047 gp

Monster

Room #37

North Entry #1 North Entry #2 West Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down, +1 to break DC) Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) ! Leads to room #59, inhabited by 4 x Hill Giant

East Entry

Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC) ! Leads to room #30, inhabited by 4 x Frost Giant

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) ! Leads to room #27, inhabited by 6 x Hill Giant

Empty

Room #38

North Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) ! Leads to room #31

East Entry #1 East Entry #2

Archway Archway ! Leads to room #26, inhabited by 5 x Fire Giant

South Entry

Unlocked Good Wooden Door (hard 5, 15 hp) ! Leads to room #20

Empty

Room #39

West Entry South Entry #1 South Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) ! Leads to room #41, inhabited by 1 x Elder Black Pudding (ooze)

South Entry #3 Monster

Unlocked Simple Wooden Door (hard 5, 10 hp) 11 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17 (-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee (2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

Room #40

East Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) ! Leads to room #5, inhabited by 8 x Hill Giant

South Entry Monster

Unlocked Simple Wooden Door (hard 5, 10 hp) 1 x Purple Worm Purple worm: CR 12; Gargantuan magical beast; HD 16d10+112; hp 200; Init -2; Spd 20 ft. (4 squares), burrow 20 ft., swim 10 ft.; AC 19 (-4 size, -2 dex, +15 natural), touch 4, flat-footed 19; Base Atk +16; Grp +40; Atk +25 melee (2d8+12, bite); Full Atk +25 melee (2d8+12, bite) and +20 melee (2d6+6 plus poison, sting); Space/Reach 20 ft./15 ft.; SA Improved grab, swallow whole, poison; SQ Tremorsense 60 ft.; AL N; SV Fort +17, Ref +8, Will +4; Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8 Skills and Feats: Listen +18, Swim +20; Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting) Treasure: -; Bolt of Gold Cloth set with Tourmaline (3000 gp), Dragonscale Belt wreathed in Violet Continual Flame (5000 gp), Fox Fur Bracers set with Deep Green Spinel (1600 gp), Platinum Cloth Sash (1200 gp), Silk Gown trimmed with Leopard Fur (300 gp), Silk Robe threaded with Brass (100 gp), Turquoise Jar inlaid with Platinum (1800 gp), Unframed Painting (300 gp); hoard total 13300 gp

Room #41

North Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) ! Leads to room #39, inhabited by 11 x Dire Bear

North Entry #2 North Entry #3 East Entry Room Features Monster

Archway Archway Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Spirals of white stones cover the floor, Someone has scrawled "Has anyone seen my invisible cloak?" on the north wall 1 x Elder Black Pudding (ooze) Elder black pudding: CR 12; Gargantuan ooze; HD 20d10+180; hp 290; Init -5; Spd 20 ft. (4 squares), climb 20 ft.; AC 1 (-4 size, -5 dex), touch 1, flatfooted 1; Base Atk +15; Grp +35; Atk +19 melee (3d6+12 plus 3d6 acid, slam); Full Atk +19 melee (3d6+12 plus 3d6 acid, slam); Space/Reach 20 ft./20 ft.; SA Acid, constrict 2d8+12 plus 2d6 acid, improved grab; SQ Blindsight 60 ft., split, ooze traits; AL N; SV Fort +15, Ref +1, Will +1; Str 26, Dex 1, Con 28, Int -, Wis 1, Cha 1 Skills and Feats: Climb +16; -

Room #42

North Entry South Entry #1

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) Unlocked Good Wooden Door (hard 5, 15 hp) ! Leads to room #53

South Entry #2

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) (slides up, +2 to break DC) Part of the east wall has collapsed into the room, Someone has scrawled "The walls listen" in orcish on the north wall

Room Features

"The walls listen" in orcish on the north wall Monster 1 x Purple Worm Purple worm: CR 12; Gargantuan magical beast; HD 16d10+112; hp 200; Init -2; Spd 20 ft. (4 squares), burrow 20 ft., swim 10 ft.; AC 19 (-4 size, -2 dex, +15 natural), touch 4, flat-footed 19; Base Atk +16; Grp +40; Atk +25 melee (2d8+12, bite); Full Atk +25 melee (2d8+12, bite) and +20 melee (2d6+6 plus poison, sting); Space/Reach 20 ft./15 ft.; SA Improved grab, swallow whole, poison; SQ Tremorsense 60 ft.; AL N; SV Fort +17, Ref +8, Will +4; Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8 Skills and Feats: Listen +18, Swim +20; Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting) Treasure: -; Bolt of Silk (80 gp), Citrine Totem (of a Totem Charge) (2000 gp), Rare Book (The Enchiridion of Dainarv) (400 gp); hoard total 2480 gp

Room #43

North Entry East Entry South Entry #1 South Entry #2 Room Features Trap

Unlocked Stone Door (hard 8, 60 hp) Unlocked Strong Wooden Door (hard 5, 20 hp) Archway Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Rusting iron spikes line the south wall, Several pieces of rotten leather are scattered throughout the room Lightning Turret: CR 14; magic device; proximity trigger (alarm); duration 6 rounds; no reset; lightning bolt (15d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft. line); Search DC 30; Disable Device DC 30 Hidden (Search DC 30) Unlocked Good Wooden Chest (hard 5, 15 hp) 2000 gp; Ermine Choker (200 gp), Ermine Talisman (300 gp), Fine Cloth Pennant trimmed with Fox Fur (100 gp), Fine Leather Tabard (1100 gp), Fine Steel Cloth Vest (100 gp), Silk Sash threaded with Brass (120 gp), Small Tapestry threaded with Copper (800 gp); hoard total 4720 gp

Hidden Treasure

Room #44

North Entry

Archway ! Leads to room #63, inhabited by 10 x Dire Bear

West Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC) ! Leads to room #18

East Entry

Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #67, inhabited by 6 x Dire Bear

Empty

Room #45

West Entry South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) ! Leads to room #7, inhabited by 1 x Purple Worm

Room Features

Someone has scrawled "left, left, straight, straight, straight" on the east wall, Several empty flasks are scattered throughout the room

Room #46

East Entry #1 East Entry #2 South Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to break DC) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

South Entry #1 South Entry #2

Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #4

Room Features Monster

Someone has scrawled "They ate Mili" on the west wall, A sundered amulet lies in the north-west corner of the room 7 x Hill Giant Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7 Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub) Treasure: 4000 gp; Brown-green Garnet (90 gp), Rock Crystal (50 gp); hoard total 4140 gp

Room #47

North Entry West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Unlocked Simple Wooden Door (hard 5, 10 hp) ! Leads to room #17

East Entry South Entry #1 South Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp) Unlocked Simple Wooden Door (hard 5, 10 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #16

Empty

Room #48

West Entry East Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) ! Leads to room #60, inhabited by 2 x Frost Giant

East Entry #2 Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) 3 x Frost Giant Frost giant: CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40 ft. (8 squares); AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21; Base Atk +10; Grp +23; Atk +18 melee (3d6+13/x3, greataxe) or +18 melee (1d4+9, slam) or +9 ranged (2d6+9, rock); Full Atk +18 /+13 melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2 slams) or +9 ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CE; SV Fort +14, Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack Treasure: 3000 gp; Ring of Freedom of Movement (40000 gp); hoard total 43000 gp

Room #49

West Entry #1 West Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Trap

Crushing Wall Trap: CR 10; mechanical; location trigger; automatic reset; no attack roll required (18d6, crush); Search DC 20; Disable Device DC 25

Room #50

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC) ! Leads to room #30, inhabited by 4 x Frost Giant

South Entry #1 South Entry #2

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp) The room has a high domed ceiling, Several pieces of rotten leather are scattered throughout the room Lightning Turret: CR 12; magic device; proximity trigger (alarm); duration 6 rounds; no reset; lightning bolt (12d6 electricity damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 40 ft. line); Search DC 28; Disable Device DC 26 Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60 hp) 200 pp; Black Star Sapphire (1400 gp), Emerald (1300 gp), Lapis Lazuli (12 gp), Red Spinel (60 gp), Smoky Quartz (60 gp); Arcane Scroll (Enthrall (200 gp)) (total 200 gp), Arcane Scroll (Acid Arrow (150 gp), Levitate (150 gp), Owl's Wisdom (150 gp)) (total 450 gp), Cloak of Charisma (+2) (4000 gp), Potion of Cure Moderate Wounds (300 gp), Potion of Hide from Undead (50 gp), Wand of Silence (41 of 50 charges) (3690 gp); hoard total 13522 gp

Room Features Trap

Hidden Treasure

Room #51

North Entry West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Unlocked Simple Wooden Door (hard 5, 10 hp) ! Leads to room #5, inhabited by 8 x Hill Giant

Room Features

A stone dais and throne sits in the south side of the room, A sour odor fills the room

Room #52

North Entry

Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #14

West Entry

Unlocked Stone Door (hard 8, 60 hp) ! Leads to room #3

East Entry #1 East Entry #2 East Entry #3

Stuck Stone Door (break DC 28; hard 8, 60 hp) Archway Unlocked Iron Door (hard 10, 60 hp) ! Leads to room #13

South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) ! Leads to room #64, inhabited by 5 x Frost Giant

Room Features Hidden Treasure

Part of the ceiling has collapsed into the room, Someone has scrawled a basic map of the dungeon on the south wall Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25; hard 5, 20 hp) 2000 gp; Alexandrite (600 gp), Amber (100 gp), Aquamarine (400 gp), Azurite (11 gp), Deep Green Spinel (120 gp), Malachite (8 gp), Obsidian (11 gp), Pink Pearl (90 gp), Violet Garnet (700 gp); hoard total 4040 gp

Room #53

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp) ! Leads to room #42, inhabited by 1 x Purple Worm

East Entry #1 East Entry #2 South Entry #1 South Entry #2

Archway Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC) Archway Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC) ! Leads to room #5, inhabited by 8 x Hill Giant

Room Features

Someone has scrawled "Upon the ninth day of the Year of Miracles, when the Fiery Serpent lies in blood, the Queen of Cruelty shall awaken" in dwarvish on the north wall, A pile of broken glass lies in the east side of the room

Room #54

East Entry #1 East Entry #2 South Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Archway Archway ! Leads to room #1, inhabited by 12 x Ettin Skeleton

South Entry #2 Room Features Monster

Unlocked Simple Wooden Door (hard 5, 10 hp) Several alcoves are cut into the south wall, A fountain of water sits against the east wall 11 x Dire Bear Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17 (-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee (2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

Room #55

West Entry East Entry South Entry

Archway Unlocked Simple Wooden Door (hard 5, 10 hp) Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp) ! Leads to room #19, inhabited by 2 x Gargantuan Monstrous Spider (vermin)

Room Features Hidden Treasure

A rope ascends to a catwalk hanging between the north and south walls, An iron chandelier hangs from the ceiling in the east side of the room Unlocked Simple Wooden Chest (hard 5, 10 hp) 3000 gp; Iron Bracers (100 gp); Arcane Scroll (Obscure Object (150 gp)) (total 150 gp), Longsword (Small) (+1 weapon) (sheds light) (2315 gp), Potion of Cat's Grace (300 gp), Potion of Remove Paralysis (300 gp); hoard total 6165 gp

Room #56

West Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #2 East Entry Empty

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

Room #57

West Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break DC) ! Leads to room #36, inhabited by 9 x Hill Giant

East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) ! Leads to room #6, inhabited by 4 x Frost Giant

South Entry

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) ! Leads to room #66, inhabited by 3 x Stone Giant

Room Features Monster

Someone has scrawled "There is no way out" in goblin on the west wall, Several empty flasks are scattered throughout the room 1 x Purple Worm Purple worm: CR 12; Gargantuan magical beast; HD 16d10+112; hp 200; Init -2; Spd 20 ft. (4 squares), burrow 20 ft., swim 10 ft.; AC 19 (-4 size, -2 dex, +15 natural), touch 4, flat-footed 19; Base Atk +16; Grp +40; Atk +25 melee (2d8+12, bite); Full Atk +25 melee (2d8+12, bite) and +20 melee (2d6+6 plus poison, sting); Space/Reach 20 ft./15 ft.; SA Improved grab, swallow whole, poison; SQ Tremorsense 60 ft.; AL N; SV Fort +17, Ref +8, Will +4; Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8 Skills and Feats: Listen +18, Swim +20; Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting) Treasure: -; Bronze Pendant set with Eye Agate (100 gp), Electrum Cloth Coat set with Deep Blue Spinel (4000 gp), Ermine Ribbon (500 gp), Gilded Wooden Miniature (of a Halfling King) (200 gp); hoard total 4800 gp

Trap

Spiked Chain Flail: CR 13; mechanical; location trigger; repair reset; Atk +15 melee (13d6/19-20 and knocked prone); multiple targets (all targets in a 10 ft. radius burst); Search DC 26; Disable Device DC 28 Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25; hard 5, 20 hp) 3000 gp; Amber (100 gp), Deep Green Spinel (100 gp), Moss Agate (9 gp), Obsidian (8 gp), Peridot (50 gp), Red Garnet (90 gp); Arcane Scroll (Feather Fall (25 gp)) (total 25 gp), Arcane Scroll (Read Magic (12 gp 5 sp), Fox's Cunning (150 gp)) (total 162 gp 5 sp), Potion of Enlarge Person (250 gp), Potion of Resist Sonic (10) (300 gp); hoard total 4094 gp 5 sp

Hidden Treasure

Room #58

South Entry Empty

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

Room #59

North Entry West Entry East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) ! Leads to room #37

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #27, inhabited by 6 x Hill Giant

Monster

4 x Hill Giant Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk

natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7 Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub) Treasure: 290 pp; Amethyst Comb inlaid with Platinum (1700 gp); hoard total 4600 gp

Room #60

West Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) ! Leads to room #48, inhabited by 3 x Frost Giant

East Entry #1 East Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp) Archway ! Leads to room #28, inhabited by 8 x Ettin

Room Features Monster

A narrow shaft descends from the room into a midden chamber below, A metallic odor fills the room 2 x Frost Giant Frost giant: CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40 ft. (8 squares); AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21; Base Atk +10; Grp +23; Atk +18 melee (3d6+13/x3, greataxe) or +18 melee (1d4+9, slam) or +9 ranged (2d6+9, rock); Full Atk +18 /+13 melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2 slams) or +9 ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CE; SV Fort +14, Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack Treasure: 130 pp; Alexandrite (400 gp), Canary Diamond (8000 gp), Citrine (40 gp), Deep Green Spinel (100 gp), Fire Opal (900 gp), Jade (70 gp), Redbrown Spinel (100 gp), Rose Quartz (60 gp), Star Ruby (900 gp); Staff of Charming (48 of 50 charges) (15840 gp); hoard total 27710 gp

Room #61

North Entry West Entry Empty

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

Room #62

West Entry #1 West Entry #2 East Entry

Archway Stuck Stone Door (break DC 28; hard 8, 60 hp) Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp) ! Leads to room #9, inhabited by 10 x Ettin Skeleton

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #12, inhabited by 11 x Ettin Skeleton

Room Features

The floor is covered in perfect hexagonal tiles, Iron chains hang from the ceiling in the south side of the room

Room #63

East Entry South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Archway ! Leads to room #44

Room Features Monster

A circle of tall stones stands in the west side of the room, Someone has scrawled "Kill them with fire" on the south wall 10 x Dire Bear Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17 (-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee (2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

Room #64

North Entry #1

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) ! Leads to room #3

North Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) ! Leads to room #52

West Entry #1

Stuck Stone Door (break DC 28; hard 8, 60 hp) ! Leads to room #21, inhabited by 1 x Elder Black Pudding (ooze)

West Entry #2 East Entry #1

Archway Unlocked Stone Door (hard 8, 60 hp) ! Leads to room #13

East Entry #2 South Entry #1 South Entry #2 Monster

Unlocked Strong Wooden Door (hard 5, 20 hp) Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp) Archway 5 x Frost Giant Frost giant: CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40 ft. (8 squares); AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21; Base Atk +10; Grp +23; Atk +18 melee (3d6+13/x3, greataxe) or +18 melee (1d4+9, slam) or +9 ranged (2d6+9, rock); Full Atk +18 /+13 melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2 slams) or +9 ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CE; SV Fort +14, Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack Treasure: 1000 gp; Bronze Cloth Hunter's Cap (50 gp), Carved Wooden Statuette (of a Falcon) (150 gp), Dragonscale Choker (600 gp), Dragonscale Shortsword Scabbard wreathed in Continual Flame (6000 gp), Gilded Wooden Statue (of a God of Shadows) inlaid with Adamantine (6000 gp), Porcelain Amphora carved with Knotwork (1800 gp), Small Carpet threaded with Fine Steel (1400 gp); Wand of Owl's Wisdom (8 of 50 charges) (720 gp); hoard total 17720 gp

Room #65

North Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #22

West Entry #1

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

West Entry #1 West Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #13

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) ! Leads to room #29

Room Features

An iron chandelier hangs from the ceiling in the north-west corner of the room, Several barrel staves are scattered throughout the room

Room #66

North Entry

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) ! Leads to room #57, inhabited by 1 x Purple Worm

West Entry Monster

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) 3 x Stone Giant Stone giant: CR 8 (elder 9); Large giant (earth); HD 14d8+56; hp 119; Init +2; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 25 (-1 size, +2 dex, +11 natural, +3 hide), touch 11, flat-footed 23; Base Atk +10; Grp +22; Atk +17 melee (2d8+12, greatclub) or +17 melee (1d4+8, slam) or +11 ranged (2d8+12, rock); Full Atk +17 /+12 melee (2d8+12, greatclub) or +17 melee (1d4+8, 2 slams) or +11 ranged (2d8+12, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Darkvision 60 ft., low-light vision, rock catching; AL N; SV Fort +13, Ref +6, Will +7; Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11 Skills and Feats: Climb +11, Hide +6*, Jump +11, Spot +12; Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot Treasure: 22000 sp; Bloodstone (60 gp), Iolite (30 gp); hoard total 2290 gp

Room #67

West Entry

Unlocked Strong Wooden Door (hard 5, 20 hp) ! Leads to room #44

East Entry

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp) ! Leads to room #24

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC) A stone dais sits in the south-west corner of the room, Various torture devices are scattered throughout the room 6 x Dire Bear Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17 (-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee (2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

Room Features Monster

The Dark Gauntlet of the Wraith King by drow http://donjon.bin.sh/ Some content used under the terms of the Open Gaming License

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