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Nabadjon of the Gargamax

Level 14

General

Dungeon Walls

Masonry (Climb DC 20)

Dungeon Floor

Uneven Flagstone (Balance DC 10 to charge or run)

Temperature

Cool

Illumination

Corridors

Wandering
Monsters

Room #1

Shadowy (phosphorescent fungus or candles every 20 ft.)

A sour odor fills the corridor

A 15-foot wide chasm cuts across the corridor

A toppled statue lies across the corridor

A narrow shaft falls into the corridor from above

Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;


Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch, 130
damage, DC 19 Will save for half, cannot be reduced to less than 1 hit
point)

A stream of blood cuts across the corridor

A fountain of water sits in an alcove here

Ghostly music fills the corridor

Teleporter Crystal: CR 14; magic; Perception DC 30; Disable Device DC


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

Poisoned Guillotine Blade: CR 15; mechanical; Perception DC 26; Disable


Device DC 30; Trigger location; Reset manual; Effect Atk +13 melee
(14d6/19-20 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4
Con, 2 saves])

Animated Net Trap: CR 14; mechanical; Perception DC 30; Disable Device


DC 30; Trigger location; Reset manual; Effect Atk +17 ranged (grappled,
Escape Artist DC 30 to escape); multiple targets (all targets in a 10 ft.
square area)

Spiked Chain Flail: CR 16; mechanical; Perception DC 30; Disable Device


DC 30; Trigger location; Reset repair; Effect Atk +16 melee (16d6/19-20 and
knocked prone); multiple targets (all targets in a 10 ft. radius burst)

Collapsing Ceiling: CR 13; mechanical; Perception DC 26; Disable Device


DC 30; Trigger location; Reset none; Effect Atk +17 melee (14d6); multiple
targets (all targets in a 40 ft. line)

5 x Frost Giant, tracking the party

1 x Adult Silver Dragon, scouting from another part of the dungeon

3 x Devourer, returning to their lair with plunder

1 x Adult Red Dragon, lost and desperate

1 x Adult Red Dragon, trying to lure the party into an ambush

9 x Dire Bear (Cave Bear), scavenging for food and treasure

West Entry

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed within the mouth of a gargantuan skull carved
from stone
Leads to room #19

Room Features
Monster

An iron sarcophagus sits in the north-east corner of the room, Several


pieces of rotten bread are scattered throughout the room
13 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-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

Int -, Wis 11, Cha 1; Base Atk +9, CMB +15, CMD 24

Room #2

East Entry #1

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is located near the ceiling and concealed behind a tapestry
of vile acts

East Entry #2

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #22, inhabited by 14 x Succubus

Empty

Room #3

North Entry

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
(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)

Monster

13 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)
Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)
Treasure: 240 pp, 1960 gp, 300 sp, 2200 cp; Carnelian (55 gp), Deep Blue
Spinel (90 gp), Green Spinel (65 gp), Milky Quartz (50 gp), Opal (500 gp),
Sardonyx (55 gp); Decorated gold plate (700 gp), Platinum flagon with
religious markings (1100 gp), Platinum idol with mysterious markings (5000
gp), Platinum mask (900 gp); Masterwork Battleaxe (310 gp), Masterwork
Shortbow (330 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion of
Shield of Faith (cr, 50 gp), Scroll of Detect Good (cr, 25 gp), Scroll of Read
Magic (cr, 12 gp 5 gp); hoard total 13679 gp

Room #4

North Entry
East Entry

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Rune of Confusion: CR 13; magic; Perception DC 30; Disable Device
DC 30; 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 #56

Room Features

Room #5

North Entry
East Entry

The floor is covered in square tiles, alternating white and black, A briny
odor fills the north side of the room

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
A section of wall makes a loud grinding noise as it pivots open

South Entry

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

Empty

Room #6

East Entry

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Leads to room #58

South Entry

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


The door is concealed behind an area of slime

Room Features
Monster

The south and east walls have been engraved with geometric patterns, A
large demonic idol with ruby eyes sits in the north-west corner of the room
1 x Mature Adult Copper Dragon
Mature adult copper dragon: CR 16; Huge dragon (earth); HD 23d12+115;
hp 264; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 30 (-2 size, +22 natural),
touch 8, flat-footed 30; Base Atk +23; Grp +39; Atk +30 melee (2d8+8,
bite); Full Atk +30 melee (2d8+8, bite) and +30 melee (2d6+4, 2 claws) and
+29 melee (1d8+4, 2 wings) and +29 melee (2d6+12, tail slap);
Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (50 ft. cone
of slow gas or 100 ft. line of acid 14d4, DC 26), crush 2d8+12 (DC 26),
frightful presence (DC 25); SQ Blindsense 60 ft., damage reduction
10/magic, darkvision 120 ft., immunity to acid, immunity to sleep and
paralysis, keen senses, spell resistance 23, spells (caster level 9th), spider
climb, stone shape; AL CG; SV Fort +18, Ref +13, Will +17; Str 27, Dex 10,
Con 21, Int 18, Wis 19, Cha 18
Skills and Feats: Bluff +20, Concentration +21, Diplomacy +20, Escape
Artist +16, Hide +8, Intimidate +20, Jump +23, Knowledge (any 2) +30,
Listen +32, Search +30, Sense Motive +20, Spot +32, Use Magic Device
+20; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative,
Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Treasure: 35 gp, 140 sp, 1000 cp; Alabaster (8 gp), Alabaster (10 gp), Red
Spinel (65 gp), Sardonyx (40 gp), Shell (9 gp), Turquoise (9 gp); Silver comb
with ornate handle (75 gp); hoard total 275 gp

Room #7

West Entry

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #27

East Entry #1

Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
The door is concealed within an upright sarcophagus
Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)
Leads to room #21, inhabited by 1 x Adult Red Dragon

East Entry #2

Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is located above a small stone dais and concealed by an
illusion

South Entry

Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable
Device DC 31; Trigger proximity (alarm); Reset none; Effect spell
effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);
multiple targets (all targets in a 20 ft. radius burst)

Room Features

A narrow shaft descends from the room into a midden chamber below, A
mural of legendary monsters covers the ceiling

Room #8

West Entry #1

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed behind a pile of skulls
Leads to room #22, inhabited by 14 x Succubus

West Entry #2

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

East Entry #1

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

East Entry #2

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed by an illusion
Leads to room #27

South Entry

Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp)
A bookcase and section of wall pivots smoothly

Room Features

Room #9

West Entry

A toppled statue lies in the east side of the room, An unidentifiable odor
fills the north side of the room

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
One-way Door: CR 15; mechanical; Perception DC 26; Disable Device
DC 26
Leads to room #28, inhabited by 13 x Succubus

East Entry

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


Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)
Leads to room #19

Empty

Room #10

North Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Guillotine Blade: CR 15; mechanical; Perception DC 30; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +15 melee
(13d6/19-20)

West Entry

Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable
Device DC 31; Trigger proximity (alarm); Reset none; Effect spell
effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);
multiple targets (all targets in a 20 ft. radius burst)
Leads to room #20, inhabited by 1 x Adult Silver Dragon

East Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp) (slides to one side, +1 to break DC)
Leads to room #28, inhabited by 13 x Succubus

Room #11

South Entry

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

Room Features

A simple fireplace sits against the south wall, Jagged steel blades project
from cracks in the east and west walls

North Entry #1

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

hp)
Leads to room #32
North Entry #2

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


Arrow Trap: CR 14; mechanical; Perception DC 26; Disable Device DC
28; Trigger location; Reset manual; Effect Atk +15 ranged (14d6/x3)
Leads to room #52

South Entry #1

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;
Disable Device DC 33; Trigger sight (true seeing); Reset none; Effect
spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage
plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

South Entry #2

Monster

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
9 x Frost Giant
Frost Giant: CR 9, XP 6400; CE Large Humanoid (cold, giant); Init -1;
Senses low-light vision; Perception +10; AC 21, touch 8, flat-footed 21 (+4
armor, -1 Dex, +9 natural, -1 size); hp 133 (14d8+70); Fort +14, Ref +3, Will
+6; DA rock catching; Immune cold; Weak vulnerability to fire; Speed 40
ft.; Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9); Ranged rock
+9 (1d8+13); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 29,
Dex 9, Con 20, Int 10, Wis 14, Cha 11; Base Atk +10, CMB +20, CMD 29
Skills and Feats: Climb +13, Craft (any one) +7, Intimidate +7, Perception
+10, Stealth +2 (+6 in snow); Cleave, Great Cleave, Improved Overrun,
Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack,
Skill Focus (Stealth)
Treasure: 31 pp, 312 gp, 340 sp, 1500 cp; Ivory (50 gp), Ivory (55 gp), Lapis
Lazuli (8 gp), 2 x Lapis Lazuli (9 gp), Rhodochrosite (13 gp), Shell (7 gp),
Smoky Quartz (55 gp), Turquoise (13 gp); 2 x Masterwork Breastplate (350
gp), Masterwork Chainmail (300 gp), Masterwork Greataxe (320 gp),
Masterwork Longbow (375 gp), Masterwork Shortsword (310 gp); Oil of
Animate Rope (cr, 50 gp), Potion of Eagle's Splendor (cr, 300 gp), Potion of
Endure Elements (cr, 50 gp), Potion of Enlarge Person (cr, 50 gp), Potion of
Pass without Trace (cr, 50 gp), Potion of Protection from Cold (5th) (cr, 750
gp), Potion of Protection from Evil (cr, 50 gp), Potion of Resist Fire (3rd) (cr,
300 gp), Potion of Resist Sonic (3rd) (cr, 300 gp), Scroll of Hypnotism (cr,
25 gp), Scroll of Produce Flame (cr, 25 gp), Scroll of Read Magic (cr, 12 gp
5 gp), Scroll of Whispering Wind (cr, 150 gp), Wand of Command (cr, 750
gp), Wand of Create Food and Water (cr, 11250 gp), Wand of Magic Fang
(cr, 750 gp), Wand of Water Breathing (cr, 11250 gp) (inscription provides
clue to function); hoard total 29007 gp

Room #12

North Entry #1

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind an area of slime
Leads to room #51

North Entry #2
East Entry

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Rune of Fear: CR 14; magic; Perception DC 26; Disable Device DC 26;
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)

South Entry

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


Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable
Device DC 31; Trigger proximity (alarm); Reset none; Effect spell
effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);
multiple targets (all targets in a 20 ft. radius burst)

Trap

Magic Missle Turret: CR 13; magic; Perception DC 26; Disable Device DC


30; Trigger visual (true seeing); Duration 5 rounds; Reset none; Effect

30; Trigger visual (true seeing); Duration 5 rounds; Reset none; Effect
magic missile (10d6 force damage); never miss

Room #13

North Entry #1

Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 40,
break DC 25; hard 5, 20 hp)
A bookcase and concealed door pivots smoothly

North Entry #2

Secret (Search DC 30) Unlocked Iron Door (hard 10, 60 hp)


The door is located several feet above the floor and concealed behind
a tapestry of a goddess of trickery

South Entry

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


Contact Poison: CR 15; mechanical; Perception DC 30; Disable Device
DC 26; Trigger touch; Reset none; Effect contact poison (terinav root
[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])
Leads to room #30, inhabited by 3 x Stone Golem

Monster

10 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-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

Room #14

South Entry #1

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)
Leads to room #53

South Entry #2

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2
to break DC)
Acid Spray: CR 15; magic; Perception DC 28; Disable Device DC 26;
Trigger proximity (alarm); Reset none; Effect acid spray (13d6 acid
damage, DC 20 Reflex save for half damage)

South Entry #3

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp) (slides to one side, +1 to break DC)
Contact Poison: CR 14; mechanical; Perception DC 26; Disable Device
DC 28; Trigger touch; Reset none; Effect contact poison (terinav root
[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])
Leads to room #29, inhabited by 1 x Adult Silver Dragon

Empty

Room #15

North Entry

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


Thunderstone Mine: CR 13; magic; Perception DC 28; Disable Device
DC 28; Trigger location; Reset none; Effect thunder blast (14d6 sonic
damage, DC 16 Fort save for half damage); multiple targets (all targets
in a 10 ft. radius burst)

West Entry

Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;
hard 5, 20 hp)
One-way Door: CR 14; mechanical; Perception DC 28; Disable Device
DC 28
Leads to room #38, inhabited by 5 x Black Pudding

South Entry

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

Thunderstone Mine: CR 14; magic; Perception DC 26; Disable Device


DC 28; Trigger location; Reset none; Effect thunder blast (15d6 sonic
damage, DC 20 Fort save for half damage); multiple targets (all targets
in a 10 ft. radius burst)
Leads to room #36
Room Features
Monster

Spirals of black stones cover the floor, A fountain decorated with


screaming faces sits in the north side of the room
9 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 Will,
Weapon Finesse
Treasure: 274 pp, 1475 gp, 140 sp; Agate (8 gp), Black Pearl (650 gp),
Jasper (50 gp), Jet (110 gp), Moonstone (55 gp), Rock Quartz (8 gp), Rose
Quartz (60 gp), Sardonyx (60 gp), Smoky Quartz (50 gp), Topaz (450 gp),
Tourmaline (100 gp); Bronze flagon with warrior images (50 gp);
Masterwork Chainmail (300 gp), Masterwork Lance (310 gp); Potion of
Burrow (um, 750 gp), Potion of Hide from Undead (cr, 50 gp), Potion of
Protection from Cold (5th) (cr, 750 gp), Potion of Protection from Evil (cr, 50
gp), Scroll of Light (cr, 12 gp 5 gp), Scroll of Mage Hand (cr, 12 gp 5 gp),
Scroll of Major Creation (cr, 1125 gp), Scroll of Shield (cr, 25 gp), Wand of
Lightning Bolt (cr, 11250 gp) (inscription provides clue to function), Wand
of Rage (cr, 11250 gp), Wand of Read Magic (cr, 375 gp); hoard total 32139
gp

Room #16

North Entry #1

Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)


The door is located above a small stone dais and concealed within a
mosaic of a legendary battle

North Entry #2

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #27

East Entry

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #38, inhabited by 5 x Black Pudding

South Entry

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


Acid Spray: CR 16; magic; Perception DC 28; Disable Device DC 30;
Trigger visual (arcane eye); Reset none; Effect acid spray (17d6 acid
damage, DC 20 Reflex save for half damage)
Leads to room #35

Empty

Room #17

North Entry

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides to one side, +1 to break DC)
A bookcase and concealed door pivots smoothly
Leads to room #34

West Entry

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
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit

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 #37, inhabited by 12 x Succubus
South Entry

Room Features

Room #18

North Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
A fountain decorated with five water-breathing dragon heads sits in the
center of the room, A rattling noise can be faintly heard near the east wall

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


Contact Poison: CR 15; mechanical; Perception DC 28; Disable Device
DC 30; Trigger touch; Reset none; Effect contact poison (terinav root
[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])
Leads to room #33, inhabited by 4 x Hill Giant

West Entry

Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
The door is located above a small stone dais and designed to make
noise when opened

Room Features

Room #19

North Entry
West Entry

Various torture devices are scattered throughout the room, Someone has
scrawled "Praise the Vampire Warlord" in draconic script on the west wall

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)
Leads to room #9

East Entry

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed within the mouth of a gargantuan skull carved
from stone
Leads to room #1, inhabited by 13 x Flesh Golem

South Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;
Disable Device DC 33; Trigger sight (true seeing); Reset none; Effect
spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage
plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

Room Features

Room #20

North Entry

Ghostly music can be heard in the north side of the room, Several iron
spikes are scattered throughout the room

Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,
60 hp)
Earthmaw Trap: CR 15; magic; Perception DC 26; Disable Device DC
28; Trigger location; Reset none; Effect earthmaw (15d6 damage, DC
18 Reflex save for half damage)

East Entry

Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable
Device DC 31; Trigger proximity (alarm); Reset none; Effect spell
effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);

effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);


multiple targets (all targets in a 20 ft. radius burst)
Leads to room #10
South Entry

Monster

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
1 x Adult Silver Dragon
Adult Silver Dragon: CR 14, XP 38400; LG Huge Dragon (cold); Init +4;
Senses dragon senses, fog vision; Perception +25; Aura frightful presence
(180 ft., DC 23); AC 29, touch 8, flat-footed 29 (+21 natural, -2 size); hp
195 (17d12+85); Fort +15, Ref +12, Will +17; DR 5/magic; Immune acid,
cold, paralysis, sleep; SR 25; Weak vulnerability to fire; Speed 40 ft., fly
200 ft. (average); cloudwalking, graceful flight; Melee bite +24 (2d8+12), 2
claws +23 (2d6+8), 2 wings +21 (1d8+4), tail slap +21 (2d6+12); Space 15
ft.; Reach 10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone, DC 23,
12d8 cold), crush, paralyzing breath, spell-like abilities CL 17th; Spells CL
7th; Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20; Base Atk +17, CMB
+27, CMD 37 (41 vs. trip); SQ change shape
Skills and Feats: Acrobatics +17, Diplomacy +25, Fly +16, Heal +25,
Intimidate +25, Knowledge (arcana, local, nobility) +25, Perception +25,
Sense Motive +25, Spellcraft +25; Flyby Attack, Hover, Improved Initiative,
Iron Will, Lighting Reflexes, Multiattack, Power Attack, Vital Strike,
Weapon Focus (bite)
Treasure: 1067 pp, 4930 gp; Bloodstone (55 gp), Deep Blue Spinel (110 gp),
Garnet (70 gp), Green Spinel (40 gp), Jade (100 gp), Milky Quartz (45 gp),
Milky Quartz (50 gp), Saltwater Pearl (80 gp), Topaz (500 gp), Topaz (600
gp); Bejeweled sword of state (6000 gp), Gold cup with royal crest (550
gp), Holy text penned by a saint (5000 gp), Marble idol (300 gp), Painting
of a queen by a master (1500 gp), Platinum bowl with arcane engravings
(800 gp), Platinum mask (900 gp), Platinum scepter with gold inlay (1200
gp); Masterwork Silver Dagger (322 gp) (inscription provides clue to
function), Masterwork Spear (302 gp); Oil of Daylight (cr, 750 gp), Potion
of Acute Senses (um, 300 gp), Potion of Resist Electricity (3rd) (cr, 300 gp),
Ring of Sustenance (2500 gp), Robe of Bones (2400 gp), Scroll of Volcanic
Storm (um, 700 gp), Wand of Expeditious Retreat (cr, 750 gp), Wand of
Jump (cr, 750 gp); hoard total 42574 gp

Trap

Room #21

West Entry

Poisoned Scythe Blade: CR 12; mechanical; Perception DC 28; Disable


Device DC 28; Trigger location; Reset manual; Effect Atk +12 melee
(10d6/19-20 plus purple worm poison [injury, Fort DC 24, 1/rd. for 6 rds.,
1d3 Str, 2 saves]); multiple targets (all targets in a 5 ft. radius arc)

Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open Lock
DC 25, break DC 18; hard 5, 15 hp)
The door is concealed within an upright sarcophagus
Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)
Leads to room #7

South Entry #1

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


(slides up, +2 to break DC)
The door is concealed within the mouth of a gargantuan skull carved
from stone

South Entry #2
Monster

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
1 x Adult Red Dragon
Adult Red Dragon: CR 14, XP 38400; CE Huge Dragon (fire); Init +4; Senses
dragon senses, smoke vision; Perception +23; Aura fire (5 ft., 1d6 fire),
frightful presence (180 ft., DC 21); AC 29, touch 8, flat-footed 29 (+21
natural, -2 size); hp 212 (17d12+102); Fort +16, Ref +10, Will +15; DR
5/magic; Immune fire, paralysis, sleep; SR 25; Weak vulnerability to cold;
Speed 40 ft., fly 200 ft. (poor); Melee bite +25 (2d8+15), 2 claws +25
(2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15); Space 15 ft.; Reach

(2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15); Space 15 ft.; Reach
10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone, DC 24, 12d10 fire),
crush, spell-like abilities CL 17th; Spells CL 7th; Str 31, Dex 10, Con 23,
Int 16, Wis 17, Cha 16; Base Atk +17, CMB +29, CMD 39 (43 vs. trip)
Skills and Feats: Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowl.
(arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth
+12; Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will,
Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Treasure: 50 pp, 1150 gp, 3900 sp, 21000 cp; Amber (80 gp), Amber (90 gp),
Amber (120 gp), Amber (130 gp), Amethyst (90 gp), Aquamarine (450 gp),
Chrysoberyl (90 gp), Coral (100 gp), Deep Blue Spinel (80 gp), 2 x Deep
Blue Spinel (100 gp), Garnet (80 gp), Garnet (120 gp), Jade (90 gp), Milky
Quartz (40 gp), Rose Quartz (55 gp); Bejeweled sword of state (6000 gp),
Engraved platinum scarab (700 gp), Gold and mithral chess set (1000 gp),
Gold cauldron with alchemical symbols (750 gp), Gold chalice with griffon
carvings (600 gp), Gold decanter with grape vine patterns (850 gp), Gold
mask (450 gp), 2 x Painting of a beloved queen by a master (5000 gp), 2 x
Painting of a queen (750 gp), Painting of a queen by a master (1500 gp),
Platinum flagon with religious markings (1100 gp), Platinum mask (900 gp);
Buckler (+1 shield) (1155 gp), Full Plate (+1 armor) (2650 gp), Miser's Mask
(3000 gp) (inscription provides clue to function), Potion of Displacement
(cr, 750 gp), Potion of Heroism (cr, 750 gp), Sai (+1 weapon) (2301 gp),
Wand of Bane (cr, 750 gp), Wand of Enlarge Person (cr, 750 gp) (inscription
provides clue to function), Wand of Magic Weapon (cr, 750 gp) (inscription
provides clue to function); hoard total 42271 gp
Trap

Room #22

West Entry

Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable Device


DC 31; Trigger proximity (alarm); Reset none; Effect spell effect (fireball,
60 fire damage, DC 14 Reflex save for half damage); multiple targets (all
targets in a 20 ft. radius burst)

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #2

East Entry

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed behind a pile of skulls
Leads to room #8

South Entry

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


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

Room Features

Monster

A magical altar in the west side of the room conjures a lit candle for
whomever offers a prayer to a god of light (but only once), A rope ascends
to a catwalk hanging between the east and west walls
14 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 Will,
Weapon Finesse
Treasure: 391 pp, 2353 gp, 110 sp, 1400 cp; Carnelian (50 gp), Chrysoberyl
(100 gp), Coral (80 gp), Deep Blue Spinel (80 gp), Jet (130 gp),
Rhodochrosite (9 gp), Rose Quartz (45 gp), Turquoise (10 gp); Copper
scepter with gold inlay (50 gp), Crystal skull (80 gp), Decorated silver
plate (60 gp), Gold and silver hand mirror (120 gp); Masterwork Spear (302
gp), Masterwork Trident (315 gp), Masterwork darkwood lute (300 gp),
Masterwork lyre (100 gp); Dowsing Syrup (1000 gp), Goblin Fire Drum
(normal) (2000 gp), Light Mace (+1 weapon) (2305 gp), Oil of Align

(normal) (2000 gp), Light Mace (+1 weapon) (2305 gp), Oil of Align
Weapon (cr, 300 gp), Potion of Cure Light Wounds (cr, 50 gp), Potion of
Cure Moderate Wounds (cr, 300 gp), Potion of Protection from Good (cr, 50
gp), Potion of Rage (cr, 750 gp), Potion of Remove Sickness (um, 50 gp),
Potion of Water Breathing (cr, 750 gp), Sai (+1 weapon) (sheds light) (2301
gp), Scroll of Sleep (cr, 25 gp), Scroll of Stabilize (cr, 12 gp 5 sp), Wand of
Daylight (cr, 11250 gp) (design provides clue to function), Wand of Mage
Armor (cr, 750 gp) (inscription provides clue to function), Wand of Mirror
Image (cr, 4500 gp) (design provides clue to function); hoard total 34512 gp
5 sp

Room #23

North Entry

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


The door is concealed by an illusion

West Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #48

East Entry
South Entry

Monster

Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
1 x Adult Red Dragon
Adult Red Dragon: CR 14, XP 38400; CE Huge Dragon (fire); Init +4; Senses
dragon senses, smoke vision; Perception +23; Aura fire (5 ft., 1d6 fire),
frightful presence (180 ft., DC 21); AC 29, touch 8, flat-footed 29 (+21
natural, -2 size); hp 212 (17d12+102); Fort +16, Ref +10, Will +15; DR
5/magic; Immune fire, paralysis, sleep; SR 25; Weak vulnerability to cold;
Speed 40 ft., fly 200 ft. (poor); Melee bite +25 (2d8+15), 2 claws +25
(2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15); Space 15 ft.; Reach
10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone, DC 24, 12d10 fire),
crush, spell-like abilities CL 17th; Spells CL 7th; Str 31, Dex 10, Con 23,
Int 16, Wis 17, Cha 16; Base Atk +17, CMB +29, CMD 39 (43 vs. trip)
Skills and Feats: Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowl.
(arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth
+12; Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will,
Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Treasure: 37 pp, 740 gp, 2640 sp, 11000 cp; Chrysoberyl (80 gp), Coral (70
gp), Coral (80 gp), Coral (100 gp), Deep Blue Spinel (90 gp), Garnet (80
gp), Garnet (130 gp), Rose Quartz (50 gp); Copper scepter with gold inlay
(50 gp), Crystal skull (80 gp), Decorated gold plate (700 gp), Elaborate
copper wind chimes (20 gp), Gilded demon skull (300 gp), Gold and mithral
chess set (1000 gp), 2 x Gold and platinum statuette of a deity (750 gp), 2
x Gold decanter with grape vine patterns (850 gp), Gold flute (1000 gp), 2
x Gold holy symbol (100 gp), Ivory drinking horn with silver ends (110 gp),
Mithral hourglass with diamond dust (4000 gp), 2 x Painting of a beloved
queen by a master (5000 gp), 2 x Platinum bowl with arcane engravings
(800 gp), Platinum chalice blessed by a saint (6000 gp), Platinum holy
symbol (500 gp), 2 x Platinum mask (900 gp), Set of six ivory dice (30 gp),
Silver brazier with religious markings (80 gp), Silver candelabra with holy
symbol (75 gp), Silver noble family seal (60 gp), Silver statue of a dragon
(65 gp); Masterwork Gauntlet (302 gp), 2 x Masterwork darkwood lute (300
gp); Dowsing Syrup (1000 gp), Living Steel Heavy Shield (120 gp),
Nunchaku (+1 weapon) (2302 gp), Oil of Light (cr, 25 gp), Oil of Magic
Vestment (cr, 750 gp), Potion of Fly (cr, 750 gp), Scroll of Read Magic (cr,
12 gp 5 gp), Wand of Flame Blade (cr, 4500 gp), Wand of Magic Missile
(cr, 750 gp) (inscription provides clue to function); hoard total 44145 gp

Room #24

North Entry

Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down,
+1 to break DC)
Acid Spray: CR 15; magic; Perception DC 30; Disable Device DC 28;
Trigger proximity (alarm); Reset none; Effect acid spray (13d6 acid
damage, DC 20 Reflex save for half damage)

West Entry

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


Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable

Device DC 31; Trigger proximity (alarm); Reset none; Effect spell


effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);
multiple targets (all targets in a 20 ft. radius burst)
East Entry

Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is located several feet above the floor and concealed behind
a pile of skulls
Leads to room #47

Monster

1 x Adult Red Dragon


Adult Red Dragon: CR 14, XP 38400; CE Huge Dragon (fire); Init +4; Senses
dragon senses, smoke vision; Perception +23; Aura fire (5 ft., 1d6 fire),
frightful presence (180 ft., DC 21); AC 29, touch 8, flat-footed 29 (+21
natural, -2 size); hp 212 (17d12+102); Fort +16, Ref +10, Will +15; DR
5/magic; Immune fire, paralysis, sleep; SR 25; Weak vulnerability to cold;
Speed 40 ft., fly 200 ft. (poor); Melee bite +25 (2d8+15), 2 claws +25
(2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15); Space 15 ft.; Reach
10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone, DC 24, 12d10 fire),
crush, spell-like abilities CL 17th; Spells CL 7th; Str 31, Dex 10, Con 23,
Int 16, Wis 17, Cha 16; Base Atk +17, CMB +29, CMD 39 (43 vs. trip)
Skills and Feats: Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowl.
(arcana) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth
+12; Cleave, Greater Vital Strike, Improved Initiative, Improved Iron Will,
Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Treasure: 705 pp, 3960 gp, 160 sp, 1100 cp; Aquamarine (350 gp), Citrine
(50 gp), Coral (130 gp), Deep Blue Spinel (100 gp), Garnet (80 gp), Jade
(110 gp), 2 x Red Spinel (50 gp), 2 x Saltwater Pearl (90 gp), Tourmaline
(100 gp); Copper scepter with gold inlay (50 gp), Decorated gold plate (700
gp), Electrum censer with silver filigree (70 gp), Engraved gold scarab (75
gp), 2 x Gold candelabra with holy symbol (200 gp), Gold chalice with
griffon carvings (600 gp), Gold flagon with religious markings (500 gp),
Gold flute (1000 gp), Jeweled egg with epic sorcerer's blood (4500 gp),
Platinum chalice with angel carvings (1250 gp), Set of six ivory dice (30
gp), Silver and glass decanter (75 gp), 3 x Silver statue of a dragon (65 gp);
Masterwork Composite Shortbow (+2 Str bonus) (525 gp); Bead of Newt
Prevention (1000 gp), Cloak of Resistance +1 (1000 gp), Cold Iron
Masterwork Longsword (330 gp), Composite Shortbow (+1 Str bonus) (+1
weapon) (2450 gp), Greater Hushing Arrow (1047 gp), Oil of Gentle Repose
(cr, 300 gp), Potion of Countless Eyes (um, 750 gp), Potion of Cure Serious
Wounds (cr, 750 gp), Potion of Heroism (cr, 750 gp), Potion of Invigorate
(apg, 50 gp), Potion of Owl's Wisdom (cr, 300 gp), Potion of Pass without
Trace (cr, 50 gp), Robe of Bones (2400 gp), Scroll of Detect Secret Doors
(cr, 25 gp), Wand of Lesser Restoration (cr, 4500 gp), Wand of Remove Fear
(cr, 750 gp), Wand of Undetectable Alignment (cr, 750 gp); hoard total
39409 gp

Room #25

North Entry

Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; 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
(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 #30, inhabited by 3 x Stone Golem

East Entry

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


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 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 Entry

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

Empty

Room #26

East Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Acid Spray: CR 15; magic; Perception DC 26; Disable Device DC 28;
Trigger visual (true seeing); Reset none; Effect acid spray (15d6 acid
damage, DC 18 Reflex save for half damage)
Leads to room #49, inhabited by 10 x Ghost

South Entry #1

Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
Falling Block: CR 15; mechanical; Perception DC 28; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +13 melee (15d6);
multiple targets (all targets in a 10 ft. square area)

South Entry #2

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

Room Features

Spirals of green stones cover the floor, A swarm of crawling insects covers
the floor

Monster

8 x Frost Giant
Frost Giant: CR 9, XP 6400; CE Large Humanoid (cold, giant); Init -1;
Senses low-light vision; Perception +10; AC 21, touch 8, flat-footed 21 (+4
armor, -1 Dex, +9 natural, -1 size); hp 133 (14d8+70); Fort +14, Ref +3, Will
+6; DA rock catching; Immune cold; Weak vulnerability to fire; Speed 40
ft.; Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9); Ranged rock
+9 (1d8+13); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 29,
Dex 9, Con 20, Int 10, Wis 14, Cha 11; Base Atk +10, CMB +20, CMD 29
Skills and Feats: Climb +13, Craft (any one) +7, Intimidate +7, Perception
+10, Stealth +2 (+6 in snow); Cleave, Great Cleave, Improved Overrun,
Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack,
Skill Focus (Stealth)
Treasure: 29 pp, 375 gp, 50 sp; Citrine (45 gp), Green Spinel (50 gp), Opal
(400 gp), Tourmaline (100 gp); Masterwork Dagger (302 gp), Masterwork
Dwarven Waraxe (330 gp); Breastplate (+2 armor) (4350 gp), Light Flail (+2
weapon) (8308 gp), Oil of Light (cr, 25 gp), Potion of Cure Light Wounds
(cr, 50 gp), Potion of Draconic Reservoir (apg, 750 gp), Potion of Endure
Elements (cr, 50 gp), Scroll of Beast Shape (cr, 375 gp), Scroll of Magic
Missile (cr, 25 gp), Wand of Divine Favor (cr, 750 gp), Wand of Elemental
Touch (apg, 4500 gp) (design provides clue to function); hoard total 21080
gp

Room #27

West Entry

Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)


The door is concealed by an illusion
Leads to room #8

East Entry

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #7

South Entry #1

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #16

South Entry #2

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #38, inhabited by 5 x Black Pudding

Room #28

Room Features

A stone dais sits in the north-east corner of the room, Someone has
scrawled "The Azure Fellowship killed a red dragon here" in goblin runes
on the east wall

North Entry

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

Room #28

North Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #37, inhabited by 12 x Succubus

West Entry #1

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Falling Block: CR 15; mechanical; Perception DC 30; Disable Device
DC 30; Trigger location; Reset none; Effect Atk +15 melee (14d6);
multiple targets (all targets in a 10 ft. square area)

West Entry #2

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

East Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
One-way Door: CR 15; mechanical; Perception DC 26; Disable Device
DC 26
Leads to room #9

Room Features
Monster

Someone has scrawled "Death comes on silent wings" on the north wall, A
sour odor fills the south-east corner of the room
13 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 Will,
Weapon Finesse
Treasure: 757 pp, 2445 gp; Black Pearl (500 gp), Black Pearl (550 gp), Jade
(130 gp), Onyx (40 gp), Rose Quartz (50 gp), Tourmaline (130 gp), Zircon
(50 gp), Zircon (65 gp); Darkwood and platinum music box (4000 gp), Gold
decanter with grape vine patterns (850 gp), Painting of a queen (750 gp),
Platinum bowl with arcane engravings (800 gp); Masterwork Composite
Longbow (+1 Str bonus) (500 gp), Masterwork Scythe (318 gp); Light Flail
(+1 weapon) (2308 gp), Light Steel Shield (+1 shield) (1159 gp), Scroll of
Magic Fang (cr, 25 gp), Wand of Shield (cr, 750 gp); hoard total 22990 gp

Room #29

North Entry #1

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp) (slides to one side, +1 to break DC)
Contact Poison: CR 14; mechanical; Perception DC 26; Disable Device
DC 28; Trigger touch; Reset none; Effect contact poison (terinav root
[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])
Leads to room #14

North Entry #2

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
(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)

North Entry #3

Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp) (slides down,
+1 to break DC)
A bookcase and concealed door pivots smoothly
Earthmaw Trap: CR 13; magic; Perception DC 26; Disable Device DC
30; Trigger location; Reset none; Effect earthmaw (14d6 damage, DC

30; Trigger location; Reset none; Effect earthmaw (14d6 damage, DC


20 Reflex save for half damage)
Leads to room #43, inhabited by 3 x Frost Giant
West Entry

Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
The door is concealed behind a statue of a fearsome dragon, and
opened by reaching into its mouth

Monster

1 x Adult Silver Dragon


Adult Silver Dragon: CR 14, XP 38400; LG Huge Dragon (cold); Init +4;
Senses dragon senses, fog vision; Perception +25; Aura frightful presence
(180 ft., DC 23); AC 29, touch 8, flat-footed 29 (+21 natural, -2 size); hp
195 (17d12+85); Fort +15, Ref +12, Will +17; DR 5/magic; Immune acid,
cold, paralysis, sleep; SR 25; Weak vulnerability to fire; Speed 40 ft., fly
200 ft. (average); cloudwalking, graceful flight; Melee bite +24 (2d8+12), 2
claws +23 (2d6+8), 2 wings +21 (1d8+4), tail slap +21 (2d6+12); Space 15
ft.; Reach 10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone, DC 23,
12d8 cold), crush, paralyzing breath, spell-like abilities CL 17th; Spells CL
7th; Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20; Base Atk +17, CMB
+27, CMD 37 (41 vs. trip); SQ change shape
Skills and Feats: Acrobatics +17, Diplomacy +25, Fly +16, Heal +25,
Intimidate +25, Knowledge (arcana, local, nobility) +25, Perception +25,
Sense Motive +25, Spellcraft +25; Flyby Attack, Hover, Improved Initiative,
Iron Will, Lighting Reflexes, Multiattack, Power Attack, Vital Strike,
Weapon Focus (bite)
Treasure: 681 pp, 4410 gp, 280 sp, 2700 cp; 2 x Amber (100 gp),
Aquamarine (550 gp), Carnelian (40 gp), Chrysoberyl (80 gp), Chrysoberyl
(110 gp), Green Spinel (50 gp), Milky Quartz (50 gp), Moonstone (45 gp),
Onyx (35 gp), Opal (650 gp), Zircon (55 gp); Engraved platinum scarab (700
gp), Gold and mithral chess set (1000 gp), Gold and platinum statuette of a
deity (750 gp), Gold chalice with griffon carvings (600 gp), Jeweled egg
with epic sorcerer's blood (4500 gp), Mithral hourglass with diamond dust
(4000 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), Platinum flagon with religious markings (1100 gp); 2 x
Masterwork Heavy Crossbow (350 gp), Masterwork darkwood lute (300 gp);
Chime of Opening (3000 gp), Oil of Arcane Mark (cr, 25 gp), Potion of
Draconic Reservoir (apg, 750 gp), 2 x Potion of Shield of Faith (cr, 50 gp),
Scroll of Goodberry (cr, 25 gp), Scroll of Vanish (apg, 25 gp), Tracer Bullet
(100 gp) (inscription provides clue to function), Wand of Reduce Person (cr,
750 gp); hoard total 40265 gp

Room #30

North Entry #1

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #44, inhabited by 15 x Dracolisk

North Entry #2

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

North Entry #3

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


Contact Poison: CR 15; mechanical; Perception DC 30; Disable Device
DC 26; Trigger touch; Reset none; Effect contact poison (terinav root
[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])
Leads to room #13, inhabited by 10 x Flesh Golem

West Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #50, inhabited by 3 x Devourer

East Entry

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


The door is concealed within a mosaic of arcane patterns

South Entry

Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; 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
(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 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
Room Features
Monster

A stream of quicksilver flows along a channel in the floor, A sundered helm


lies in the west side of the room
3 x Stone Golem
Stone Golem: CR 11, XP 12800; N Large Construct; Init -1; Senses
darkvision 60 ft., low-light vision; Perception +0; AC 26, touch 8, flatfooted 26 (-1 Dex, +18 natural, -1 size); hp 107 (14d10+30); Fort +4, Ref +3,
Will +4; DR 10/adamantine; Immune construct traits, magic; Speed 20 ft.;
Melee 2 slams +22 (2d10+9); Space 10 ft.; Reach 10 ft.; SA slow; Str 28,
Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk +14, CMB +24, CMD 33

Room #31

West Entry

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


The door is located several feet above the floor and concealed behind
an area of slime

East Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Magic Missle Trap: CR 15; magic; Perception DC 30; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect magic missile
(12d6 force damage); never miss
Leads to room #47

South Entry

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


Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;
Disable Device DC 33; Trigger sight (true seeing); Reset none; Effect
spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage
plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)
Leads to room #45, inhabited by 12 x Dracolisk

Monster

12 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 Will,
Weapon Finesse
Treasure: 75 pp, 740 gp, 1600 sp, 9000 cp; Amber (110 gp), Amethyst (70
gp), Coral (120 gp), Garnet (70 gp), 2 x Jade (100 gp), Jet (80 gp); 2 x
Bronze flagon with warrior images (50 gp), Copper brazier with religious
markings (50 gp), Gold and silver hand mirror (120 gp), Gold chess set (500
gp), Gold mask (450 gp), Silver cauldron with animal symbols (120 gp);
Masterwork Lance (310 gp), Masterwork Morningstar (308 gp); Adamantine
Chainmail (10150 gp), Gloves of Larceny (2500 gp), Lance (+1 weapon)
(design provides clue to function) (2310 gp), Oil of Ablative Barrier (uc,
300 gp), Oil of Magic Weapon (cr, 50 gp), Potion of Endure Elements (cr,
50 gp), Potion of Fly (cr, 750 gp), Potion of Greater Magic Fang (cr, 750
gp), Potion of Protection from Electricity (5th) (cr, 750 gp), Scroll of Detect
Poison (cr, 12 gp 5 sp), Scroll of Mass Bear's Endurance (cr, 1650 gp),
Scroll of Undead Anatomy I (um, 375 gp), Wand of Helping Hand (cr,
11250 gp), Wand of Magic Stone (cr, 750 gp), Wand of Silence (cr, 4500
gp), Wand of Web (cr, 4500 gp); hoard total 44995 gp 5 sp

Room #32

West Entry

Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30,

Room #32

West Entry

Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
The door is located above a small stone dais and concealed behind an
area of slime
Leads to room #48

East Entry
South Entry #1

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind an area of mold
Leads to room #46, inhabited by 9 x Ghost

South Entry #2

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #11, inhabited by 9 x Frost Giant

Empty

Room #33

West Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #49, inhabited by 10 x Ghost

East Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Falling Block: CR 15; mechanical; Perception DC 30; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +13 melee (15d6);
multiple targets (all targets in a 10 ft. square area)
Leads to room #34

South Entry #1

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

South Entry #2

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


Contact Poison: CR 15; mechanical; Perception DC 28; Disable Device
DC 30; Trigger touch; Reset none; Effect contact poison (terinav root
[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])
Leads to room #18

South Entry #3

Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is located above a small stone dais and concealed by an
illusion

Monster

4 x Hill Giant
Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses lowlight 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: 106 pp, 875 gp; Aquamarine (450 gp), Black Pearl (500 gp), Coral
(130 gp), Green Spinel (50 gp), Ivory (45 gp), Peridot (60 gp), Rose Quartz
(50 gp), Tourmaline (110 gp); Masterwork Composite Longbow (+3 Str
bonus) (700 gp); Oil of Mage Armor (cr, 50 gp), Potion of Corruption
Resistance (apg, 300 gp), Scroll of Delay Poison (cr, 150 gp), Scroll of
Shield Other (cr, 150 gp), Wand of Light (cr, 375 gp), Wand of Lullaby (cr,
375 gp), Wand of Ray of Enfeeblement (cr, 750 gp), Wand of Remove Fear
(cr, 750 gp) (design provides clue to function); hoard total 6930 gp

Room #34

West Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Falling Block: CR 15; mechanical; Perception DC 30; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +13 melee (15d6);
multiple targets (all targets in a 10 ft. square area)
Leads to room #33, inhabited by 4 x Hill Giant

East Entry

Secret (Search DC 25) Trapped and Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)
Leads to room #50, inhabited by 3 x Devourer

South Entry #1

Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one
side, +1 to break DC)
Contact Poison: CR 15; mechanical; Perception DC 30; Disable Device
DC 30; Trigger touch; Reset none; Effect contact poison (terinav root
[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])

South Entry #2

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides to one side, +1 to break DC)
A bookcase and concealed door pivots smoothly
Leads to room #17

South Entry #3

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


A bookcase and concealed door pivots smoothly

Empty

Room #35

North Entry #1

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Magic Missle Trap: CR 15; magic; Perception DC 26; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect magic missile
(10d6 force damage); never miss

North Entry #2

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


Acid Spray: CR 16; magic; Perception DC 28; Disable Device DC 30;
Trigger visual (arcane eye); Reset none; Effect acid spray (17d6 acid
damage, DC 20 Reflex save for half damage)
Leads to room #16

North Entry #3

Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 20,
break DC 15; hard 5, 10 hp)
The door is located several feet above the floor and concealed within
a mosaic of ancient mythology

North Entry #4

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


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 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)

West Entry

Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp) (slides up, +2 to break DC)
Guillotine Blade: CR 13; mechanical; Perception DC 26; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +17 melee
(15d6/19-20)
Leads to room #47

Leads to room #47

Room #36

Room Features

A chute descends from the room into a natural cavern below, Someone has
scrawled "When sea becomes sky and the Seal of Thunder fails, the Ring of
Quests shall be lost" on the east wall

North Entry #1

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

North Entry #2

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

North Entry #3

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


Thunderstone Mine: CR 14; magic; Perception DC 26; Disable Device
DC 28; Trigger location; Reset none; Effect thunder blast (15d6 sonic
damage, DC 20 Fort save for half damage); multiple targets (all targets
in a 10 ft. radius burst)
Leads to room #15, inhabited by 9 x Succubus

North Entry #4

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

Empty

Room #37

North Entry #1

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


The door is concealed behind a statue of a noble king, and opened by
stabbing a sword into his back

North Entry #2

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Falling Block: CR 15; mechanical; Perception DC 28; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +15 melee (13d6);
multiple targets (all targets in a 10 ft. square area)

North Entry #3

Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Falling Block: CR 13; mechanical; Perception DC 26; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +15 melee (14d6);
multiple targets (all targets in a 10 ft. square area)

North Entry #4

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


Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)

East Entry

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
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 #17

South Entry

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #28, inhabited by 13 x Succubus

Room Features
Monster

A rope ascends to a balcony hanging from the west wall, A circle of tall
stones stands in the center of the room
12 x Succubus
Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,

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: 90 pp, 566 gp, 2320 sp, 9000 cp; Amber (120 gp), Coral (110 gp),
Coral (130 gp), Deep Blue Spinel (110 gp), Garnet (130 gp), Jade (90 gp),
Jet (90 gp), Jet (100 gp), Tourmaline (80 gp); Electrum censer with silver
filigree (70 gp), Gilded demon skull (300 gp), Gold censer with silver
filigree (90 gp), Gold mask (450 gp), Silver cauldron with animal symbols
(120 gp), Silver hand mirror (75 gp), Silver holy symbol (25 gp); Masterwork
Spear (302 gp); Belt of Tumbling (800 gp), Endless Bandolier (1500 gp),
Longsword (+1 weapon) (sheds light) (2315 gp), Mithral Shirt (1100 gp),
Potion of Barkskin (cr, 300 gp), Potion of Bullet Shield (uc, 300 gp), Potion
of Cat's Grace (cr, 300 gp), Potion of Disguise Other (um, 300 gp), Potion
of Haste (cr, 750 gp), Potion of Hide from Animals (cr, 50 gp), Potion of
Reduce Person (cr, 50 gp), Potion of Tongues (cr, 750 gp), Scroll of
Comprehend Languages (cr, 25 gp), Wand of Delay Poison (cr, 4500 gp)
(design provides clue to function), Wand of Detect Undead (cr, 750 gp),
Wand of Jump (cr, 750 gp) (inscription provides clue to function), Wand of
Magic Weapon (cr, 750 gp), Wand of Spectral Hand (cr, 4500 gp),
Warhammer (+1 weapon) (sheds light) (2312 gp); hoard total 26282 gp

Room #38

North Entry

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #27

West Entry

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #16

East Entry

Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;
hard 5, 20 hp)
One-way Door: CR 14; mechanical; Perception DC 28; Disable Device
DC 28
Leads to room #15, inhabited by 9 x Succubus

South Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Guillotine Blade: CR 12; mechanical; Perception DC 24; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +14 melee
(10d6/19-20)

Monster

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 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 #39

East Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,
+1 to break DC)
Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)

South Entry #1

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

South Entry #1

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

South Entry #2

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

Room Features

A magical mural on the south wall depicts the gruesome death of whomever
views it, A rope ascends to a balcony hanging from the east wall

Trap

Room #40

West Entry #1

Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;


Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch, 130
damage, DC 19 Will save for half, cannot be reduced to less than 1 hit
point)

Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25;
hard 5, 20 hp)
Guillotine Blade: CR 16; mechanical; Perception DC 32; Disable
Device DC 30; Trigger location; Reset manual; Effect Atk +14 melee
(16d6/19-20)

West Entry #2

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Guillotine Blade: CR 16; mechanical; Perception DC 32; Disable
Device DC 32; Trigger location; Reset manual; Effect Atk +18 melee
(16d6/19-20)

South Entry

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
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)

Room Features
Monster

A magical statue in the south side of the room answers questions with
insults, A grinding noise fills the room
11 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; 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: 357 pp, 2375 gp, 100 sp; Amber (100 gp), Black Pearl (400 gp),
Bloodstone (45 gp), Carnelian (45 gp), Citrine (65 gp), Deep Blue Spinel
(100 gp), Garnet (100 gp), Jasper (35 gp), Milky Quartz (45 gp), Milky
Quartz (55 gp), Opal (400 gp), Opal (550 gp), Pyrite (10 gp), Rhodochrosite
(12 gp), Saltwater Pearl (110 gp), Sard (60 gp), Smoky Quartz (35 gp),
Smoky Quartz (45 gp), Smoky Quartz (55 gp), Topaz (550 gp), 2 x Turquoise
(11 gp); Oil of Arcane Mark (cr, 25 gp), Potion of Guidance (cr, 25 gp),
Scroll of Alter Self (cr, 150 gp), Scroll of Scorching Ray (cr, 150 gp), Scroll
of See Invisibility (cr, 150 gp), Wand of Prestidigitation (cr, 375 gp) (design
provides clue to function), Wand of Purify Food and Drink (cr, 375 gp),
Wand of Summon Nature's Ally I (cr, 750 gp) (inscription provides clue to
function); hoard total 10794 gp

Room #41

North Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides to one side, +1 to break DC)
Teleporter Crystal: CR 15; magic; Perception DC 28; Disable Device
DC 26; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 16 Will save negates)

East Entry

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Arrow Trap: CR 12; mechanical; Perception DC 26; Disable Device DC
28; Trigger location; Reset manual; Effect Atk +12 ranged (12d6/x3)

Empty

Room #42

North Entry

Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
The door is concealed within a horrific torture device

West Entry #1

Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Guillotine Blade: CR 14; mechanical; Perception DC 28; Disable
Device DC 30; Trigger location; Reset manual; Effect Atk +13 melee
(14d6/19-20)

West Entry #2

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Falling Block: CR 13; mechanical; Perception DC 26; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +13 melee (13d6);
multiple targets (all targets in a 10 ft. square area)

Room Features
Monster

A faded and torn tapestry hangs from the south wall, Someone has scrawled
"It's a trap" on the north wall
9 x Hill Giant
Hill Giant: CR 7, XP 3200; CE Large Humanoid (giant); Init -1; Senses lowlight 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: 29 pp, 280 gp; Amethyst (80 gp), Bloodstone (35 gp), Jade (80 gp),
Jasper (50 gp), Onyx (55 gp), Opal (550 gp), Red Spinel (45 gp), Topaz (500
gp); Masterwork Heavy Wooden Shield (157 gp), Masterwork Warhammer
(312 gp); Banded Mail (+1 armor, Defiant) (4400 gp), Dagger (+1 weapon)
(sheds light) (2302 gp), Potion of Invigorate (apg, 50 gp), Potion of Resist
Electricity (3rd) (cr, 300 gp), Ring of Sustenance (2500 gp) (design provides
clue to function), Wand of Charm Person (cr, 750 gp) (design provides clue
to function), Wand of Endure Elements (cr, 750 gp); hoard total 13486 gp

Room #43

West Entry #1

Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1
to break DC)
One-way Door: CR 16; mechanical; Perception DC 28; Disable Device
DC 28

West Entry #2
South Entry

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp) (slides down,
+1 to break DC)
A bookcase and concealed door pivots smoothly
Earthmaw Trap: CR 13; magic; Perception DC 26; Disable Device DC
30; Trigger location; Reset none; Effect earthmaw (14d6 damage, DC
20 Reflex save for half damage)
Leads to room #29, inhabited by 1 x Adult Silver Dragon

Room Features
Monster

A magical statue in the north side of the room speaks riddles and cryptic
prophecies, A bloody journal lies in the south-east corner of the room
3 x Frost Giant

Monster

3 x Frost Giant
Frost Giant: CR 9, XP 6400; CE Large Humanoid (cold, giant); Init -1;
Senses low-light vision; Perception +10; AC 21, touch 8, flat-footed 21 (+4
armor, -1 Dex, +9 natural, -1 size); hp 133 (14d8+70); Fort +14, Ref +3, Will
+6; DA rock catching; Immune cold; Weak vulnerability to fire; Speed 40
ft.; Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9); Ranged rock
+9 (1d8+13); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 29,
Dex 9, Con 20, Int 10, Wis 14, Cha 11; Base Atk +10, CMB +20, CMD 29
Skills and Feats: Climb +13, Craft (any one) +7, Intimidate +7, Perception
+10, Stealth +2 (+6 in snow); Cleave, Great Cleave, Improved Overrun,
Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack,
Skill Focus (Stealth)
Treasure: 34 pp, 200 gp; Masterwork Chain Shirt (250 gp); Heavy Wooden
Shield (+2 shield) (4157 gp), Potion of Undetectable Alignment (cr, 300 gp),
Ring of Ferocious Action (3000 gp), Scythe (+1 weapon) (2318 gp), Wand of
Corrosive Touch (um, 750 gp); hoard total 11315 gp

Room #44

West Entry

Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;
Disable Device DC 33; Trigger sight (true seeing); Reset none; Effect
spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage
plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

South Entry

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #30, inhabited by 3 x Stone Golem

Monster

15 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)
Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)
Treasure: 13 pp, 240 gp, 110 sp, 1200 cp; Amethyst (110 gp), Aquamarine
(450 gp), Bloodstone (45 gp), Bloodstone (55 gp), Ivory (55 gp), Jet (100 gp),
Sard (45 gp), Topaz (650 gp), Zircon (45 gp); Darkwood and platinum music
box (4000 gp), Gold and platinum statuette of a deity (750 gp), Platinum
flagon with religious markings (1100 gp), Platinum statuette of a deity
(1300 gp); Masterwork Heavy Crossbow (350 gp), Masterwork Shortbow
(330 gp); Oil of Magic Weapon (cr, 50 gp), Potion of Cure Serious Wounds
(cr, 750 gp), Ring of Feather Falling (2200 gp) (design provides clue to
function), Scroll of Obscuring Mist (cr, 25 gp), Scroll of Summon Monster III
(cr, 375 gp), Wand of Web (cr, 4500 gp) (inscription provides clue to
function); hoard total 17678 gp

Room #45

North Entry

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


Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;
Disable Device DC 33; Trigger sight (true seeing); Reset none; Effect
spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage
plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)
Leads to room #31, inhabited by 12 x Succubus

East Entry #1

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
One-way Door: CR 13; mechanical; Perception DC 28; Disable Device
DC 26

East Entry #2

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

Room Features
Monster

Someone has scrawled "In the Year of Dweomers, the line of Virtue shall
end" on the south wall, Several candles are scattered throughout the room
12 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)
Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)
Treasure: 407 pp, 1620 gp; Black Pearl (400 gp), Chrysoprase (55 gp),
Garnet (100 gp), 2 x Ivory (50 gp), Jasper (40 gp), Jet (100 gp), Opal (600
gp); Copper scepter with gold inlay (50 gp), Painting of a beloved queen by
a master (5000 gp), Painting of a queen by a master (1500 gp), Platinum
bowl with arcane engravings (800 gp), Platinum holy symbol (500 gp);
hoard total 14935 gp

Room #46

North Entry

Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind an area of mold
Leads to room #32

East Entry

Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
The door is opened by twisting an iron sconce

Monster

9 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; 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: 53 pp, 472 gp, 128 sp, 60 cp; Alabaster (10 gp), Black Pearl (550
gp), Citrine (45 gp), Deep Blue Spinel (100 gp), Hematite (11 gp), Milky
Quartz (40 gp); Light Wooden Shield (+2 shield) (4153 gp), Morningstar (+1
weapon, Mighty Cleaving) (sheds light) (8308 gp), Potion of Protection from
Chaos (cr, 50 gp), Scroll of Grease (cr, 25 gp), Wand of Bleed (cr, 375 gp)
(inscription provides clue to function); hoard total 14682 gp 4 sp

Room #47

North Entry #1

Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,
60 hp)
Arrow Trap: CR 14; mechanical; Perception DC 26; Disable Device DC
28; Trigger location; Reset manual; Effect Atk +17 ranged (15d6/x3)

North Entry #2

Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone

West Entry #1

Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is located several feet above the floor and concealed behind
a pile of skulls
Leads to room #24, inhabited by 1 x Adult Red Dragon

West Entry #2

Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;

West Entry #2

Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Magic Missle Trap: CR 15; magic; Perception DC 30; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect magic missile
(12d6 force damage); never miss
Leads to room #31, inhabited by 12 x Succubus

East Entry

Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp) (slides up, +2 to break DC)
Guillotine Blade: CR 13; mechanical; Perception DC 26; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +17 melee
(15d6/19-20)
Leads to room #35

South Entry

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


The door is concealed behind a pile of broken stone

Room Features

Room #48

A group of draconic faces have been carved into the west wall, Skeletons
hang from chains and manacles against the east wall

North Entry

Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp) (slides up, +2 to break DC)

East Entry #1

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #23, inhabited by 1 x Adult Red Dragon

East Entry #2

Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
The door is located above a small stone dais and concealed behind an
area of slime
Leads to room #32

South Entry

Room Features

Room #49

North Entry

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Spirals of yellow stones cover the floor, A clicking noise fills the room

Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)


The door is concealed within an upright sarcophagus

West Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Acid Spray: CR 15; magic; Perception DC 26; Disable Device DC 28;
Trigger visual (true seeing); Reset none; Effect acid spray (15d6 acid
damage, DC 18 Reflex save for half damage)
Leads to room #26, inhabited by 8 x Frost Giant

East Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #33, inhabited by 4 x Hill Giant

South Entry #1

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

South Entry #2

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

Room Features

A mural of legendary monsters covers the ceiling, Various torture devices


are scattered throughout the room

Monster

10 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; 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: 853 pp, 4826 gp, 110 sp, 110 cp; Hematite (8 gp), Lapis Lazuli
(11 gp), Lapis Lazuli (12 gp), Malachite (12 gp), Moonstone (65 gp),
Obsidian (10 gp), Onyx (40 gp), Peridot (50 gp), Tigereye (9 gp), Turquoise
(12 gp); Masterwork Scythe (318 gp); hoard total 13915 gp 1 sp

Room #50

North Entry
West Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Secret (Search DC 25) Trapped and Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
The door is concealed behind a statue of an ancient lich, and opened
by pressing runes on his staff
Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)
Leads to room #34

East Entry

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #30, inhabited by 3 x Stone Golem

South Entry #1

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


Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;
Disable Device DC 33; Trigger sight (true seeing); Reset none; Effect
spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage
plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

South Entry #2

Secret (Search DC 20) Trapped and Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp) (slides down, +1 to break DC)
The door is located several feet above the floor and concealed by an
illusion
Falling Block: CR 16; mechanical; Perception DC 28; Disable Device
DC 32; Trigger location; Reset none; Effect Atk +14 melee (17d6);
multiple targets (all targets in a 10 ft. square area)

Room Features
Monster

A stair ascends to a balcony hanging from the south wall, Various torture
devices are scattered throughout the room
3 x Devourer
Devourer: CR 11, XP 12800; NE Large Undead (extraplanar); Init +7; 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: 695 pp, 3376 gp, 190 sp, 900 cp; Alabaster (7 gp), Alabaster (8
gp), Amethyst (70 gp), Bloodstone (45 gp), Chrysoberyl (90 gp), Chrysoprase
(50 gp), Jasper (50 gp), Milky Quartz (60 gp), Obsidian (11 gp), Opal (450
gp), Pyrite (8 gp), Rhodochrosite (10 gp), Rhodochrosite (12 gp), Rose

gp), Pyrite (8 gp), Rhodochrosite (10 gp), Rhodochrosite (12 gp), Rose
Quartz (35 gp), Rose Quartz (60 gp), Smoky Quartz (65 gp), Topaz (500 gp);
Masterwork Longsword (315 gp); Scroll of Create Water (cr, 12 gp 5 sp),
Scroll of Flaming Sphere (cr, 150 gp), Scroll of Summon Monster II (cr, 150
gp), Wand of Bless (cr, 750 gp), Wand of Burning Hands (cr, 750 gp), Wand
of Identify (cr, 750 gp); hoard total 14762 gp 5 sp

Room #51

South Entry

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind an area of slime
Leads to room #12

Empty

Room #52

North Entry

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


Empowered Disintegrate Trap: CR 16; magic; Perception DC 33;
Disable Device DC 33; Trigger sight (true seeing); Reset none; Effect
spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage
plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

South Entry

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


Arrow Trap: CR 14; mechanical; Perception DC 26; Disable Device DC
28; Trigger location; Reset manual; Effect Atk +15 ranged (14d6/x3)
Leads to room #11, inhabited by 9 x Frost Giant

Empty

Room #53

North Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)
Leads to room #14

South Entry

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


Guillotine Blade: CR 14; mechanical; Perception DC 26; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +13 melee
(13d6/19-20)

Room Features

Room #54

West Entry

Numerous pillars line the north wall, A stone dais and throne sits in the
north side of the room

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


Guillotine Blade: CR 12; mechanical; Perception DC 28; Disable
Device DC 24; Trigger location; Reset manual; Effect Atk +16 melee
(11d6/19-20)

Room Features
Monster

A sloped pit lined with iron spikes lies in the center of the room, A
shattered sword lies in the west side of the room
7 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)
Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great

Skills and Feats: Fly +9, Perception +14, Stealth +13; Blind-Fight, Great
Fortitude, Iron Will, Skill Focus (Perception)
Treasure: 14 pp, 340 gp, 1800 sp, 13000 cp; Chrysoberyl (80 gp), Garnet
(120 gp), Jet (90 gp), Jet (100 gp), 2 x Jet (120 gp), Opal (450 gp), Red
Spinel (40 gp), Rose Quartz (45 gp); Gold and platinum statuette of a deity
(750 gp); Scale Mail (+1 armor) (1200 gp), Wand of Bless (cr, 750 gp);
hoard total 4655 gp

Room #55

North Entry

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

South Entry

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

Room Features

Room #56

West Entry

A narrow ledge runs along the north and west walls, Someone has scrawled
a diagram of a mechanical trap on the south wall

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Rune of Confusion: CR 13; magic; Perception DC 30; Disable Device
DC 30; 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 #4

South Entry

Room Features

Room #57

North Entry
East Entry

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
A large table and several crates sit in the west side of the room, The floor
is covered with claw marks

Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp) (slides up, +2 to break DC)
Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
A bookcase and concealed door pivots smoothly

Room Features

Room #58

West Entry

A set of demonic war masks hangs on the east wall, Someone has scrawled
"straight, right, left, right" in draconic script on the west wall

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Leads to room #6, inhabited by 1 x Mature Adult Copper Dragon

Empty

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