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Death is but a Dream 5

Level 11

General

Wandering
Monsters

Room #1

Dungeon Walls

Reinforced Masonry (Climb DC 20)

Dungeon Floor

Uneven Flagstone (Balance DC 10 to charge or run)

Temperature

Average

Illumination

Dark (individual creatures may carry lights)

4 x Greater Shadow, wielding bizarre eldritch powers

4 x Minotaur Zombie, investigating a strange noise

10 x Minotaur Zombie, investigating a strange noise

1 x Dread Wraith, investigating a strange noise

4 x Young Adult Red Dragon Skeleton, investigating a strange noise

5 x Advanced Megaraptor Skeleton, lost and desperate

West Entry #1

Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

West Entry #2

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

East Entry

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

South Entry #1

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

South Entry #2

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

Empty

Room #2

North Entry

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


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

South Entry

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

Monster

5 x Young Adult Red Dragon Skeleton


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

Room #3

West Entry

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

East Entry

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

South Entry

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

Hidden Treasure

Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 25, break DC
25; hard 5, 20 hp)
1800 gp; Iolite (40 gp), Smoky Quartz (50 gp), Turquoise (12 gp), White Pearl
(120 gp); Amulet of Mighty Fists (+2) (24000 gp) (Design provides clue to
function); hoard total 26022 gp

Room #4

North Entry
East Entry
South Entry

Archway
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Empty

Room #5

West Entry #1

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

West Entry #2

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


Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk
+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 24; Disable Device DC 20.

East Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex
save half damage); Search DC 28; Disable Device DC 28.

Empty

Room #6

East Entry #1

Archway

East Entry #2

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

Room Features
Monster

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

Room #7

North Entry

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

North Entry
West Entry #1

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic
reset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to target
nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary
targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.

West Entry #2

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

East Entry

Room Features

Room #8

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

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex
save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4
each); Search DC 21; Disable Device DC 20.
A chute descends from the room into a natural cavern below, Laughter fills the
room

West Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up,
+2 to break DC)
Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex
save half damage); Search DC 28; Disable Device DC 28.

East Entry #1

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

East Entry #2

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


Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2
rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1
Cha drain); Search DC 20; Disable Device DC 16.

South Entry

Room Features
Monster

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


Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;
never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save
resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 25; Disable Device DC 20.
A tapestry of legendary monsters hangs from the west wall, Several headless
statues are scattered throughout the room
5 x Advanced Megaraptor Skeleton
Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #9

North Entry

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

West Entry #1

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

West Entry #2

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

East Entry #1

Archway

East Entry #2

Unlocked Iron Door (hard 10, 60 hp)

Room Features
Monster

A balcony hangs from the south wall, The sound of chimes can be faintly heard
near the west wall
1 x Dread Wraith

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

Room #10

North Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry #2

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

West Entry

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

East Entry

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

Monster

9 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 1300 gp; Copper Shuriken set with Lapis Lazuli (200 gp), Eye Agate
Goblet (200 gp), Pewter Diadem (80 gp); Rod of Empower Metamagic (lesser)
(9000 gp); hoard total 10780 gp

Room #11

North Entry #1

Archway

North Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry

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

South Entry #1

Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)
Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect
(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;
Disable Device DC 28.

South Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #12

North Entry #1

Archway

North Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry

Archway

East Entry #1

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

East Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry
Room Features
Monster

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
A stone ramp ascends towards the east wall, A tile mosaic of ghoulish carnage
covers the floor
10 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #13

North Entry

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

Empty

Room #14

North Entry

East Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC
25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each
of two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Empty

Room #15

East Entry
Room Features
Monster

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


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

Room #16

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #1

Secret (Search DC 25) Trapped and Locked Simple Wooden Door (Open Lock DC
25, break DC 15; hard 5, 10 hp)
Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas;
never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save
resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 25; Disable Device DC 20.

West Entry #2

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

Monster

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

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

Room #17

North Entry
West Entry

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


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

South Entry #1

Secret (Search DC 20) Trapped and Unlocked Stone Door (hard 8, 60 hp)
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.

South Entry #2

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

Monster

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

Room #18

West Entry

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

East Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features
Trap

Room #19

North Entry
East Entry
South Entry
Room Features
Monster

A balcony hangs from the west wall, A mural of arcane patterns covers the ceiling
Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.

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


Unlocked Good Wooden Door (hard 5, 15 hp)
Unlocked Strong Wooden Door (hard 5, 20 hp)
A tile labyrinth covers the floor, A sundered shield lies in the center of the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Trap

Room #20

North Entry

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


avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

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


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

East Entry

Room #21

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spell
effect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);
Search DC 32; Disable Device DC 32.

Room Features

A stone stair ascends towards the west wall, Several iron cages are scattered
throughout the room

South Entry #1

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

South Entry #2

Unlocked Stone Door (hard 8, 60 hp)

Monster

3 x Young Adult Red Dragon Skeleton


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

Room #22

West Entry

Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
(magically reinforced, +10 to break DC)

East Entry

Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features
Monster

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

Room #23

North Entry #1

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

North Entry #2

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

East Entry
Room Features
Monster

Archway
A chute falls into the room from above, A rusted shield lies in the north-west
corner of the room
13 x Ghast (ghoul) and 12 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness

+8; Multiattack, Toughness


Treasure: 1300 gp; hoard total 1300 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #24

North Entry

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

South Entry

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

Trap

Hidden Treasure

Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk
+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 24; Disable Device DC 20.
Trapped and Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;
multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7
rounds); Search DC 27; Disable Device DC 27.
250 pp; Banded Agate (8 gp), Blue Quartz (10 gp), Citrine (50 gp); Arcane Scroll
(Spider Climb (150 gp)) (total 150 gp), Divine Scroll (Bless Water (50 gp),
Barkskin (150 gp)) (Delusion curse) (total 200 gp); hoard total 2918 gp

Room #25

West Entry

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

East Entry

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

South Entry

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

Room Features

A wooden ladder rests against the south wall, A foul odor fills the north-east
corner of the room

Monster

12 x Ghast (ghoul) and 15 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1600 gp; Blue Quartz (7 gp), Deep Green Spinel (120 gp), Golden Yellow
Topaz (400 gp), Red Spinel (110 gp), Rose Quartz (30 gp), Silver Pearl (110 gp),
Violet Garnet (600 gp); hoard total 2977 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Hidden Treasure

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

15; hard 5, 10 hp)


1300 gp; Leather Boots with Copper Buckles (100 gp), Leather Coinpurse (140
gp); Arcane Scroll (Hypnotic Pattern (150 gp)) (total 150 gp), Potion of Barkskin
(+2) (300 gp); hoard total 1990 gp

Room #26

North Entry

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

East Entry #1

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

East Entry #2

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

Empty

Room #27

North Entry

East Entry
South Entry
Room Features

Room #28

West Entry

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden
lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.
Unlocked Stone Door (hard 8, 60 hp)
Archway
A stair ascends to a balcony hanging from the east wall, A stone dais and throne
sits in the west side of the room

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex
save half damage); Search DC 28; Disable Device DC 28.

East Entry #1

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

East Entry #2

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect
(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;
Disable Device DC 28.

South Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #2

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex
save half damage); Search DC 28; Disable Device DC 28.

Room Features

A stream of water flows through the room, The north and east walls have been
engraved with evil symbols

Monster

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

Room #29

North Entry
West Entry #1

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)

West Entry #2

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

East Entry
South Entry
Room Features

Room #30

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

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


Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
A crater has been blasted into the floor in the north-west corner of the room, A
mural of a legendary battle covers the ceiling

Trap

Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect
(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;
Disable Device DC 28.

North Entry

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


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

East Entry

Archway

South Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry #2

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


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

Monster

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

Room #31

North Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect
(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;
Disable Device DC 28.

East Entry

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

South Entry

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

Room Features
Monster

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

Hidden Treasure

Hidden (Search DC 20) Unlocked Iron Chest (hard 10, 60 hp)

Hidden Treasure

Hidden (Search DC 20) Unlocked Iron Chest (hard 10, 60 hp)


270 pp; Helm of Underwater Action (24000 gp); hoard total 26700 gp

Room #32

North Entry #1

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

North Entry #2

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


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

East Entry
Room Features
Monster

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


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

Room #33

North Entry #1

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


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

North Entry #2

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

West Entry

East Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2

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

Room Features

Room #34

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.

South Entry
Room Features
Monster

A stair ascends to a catwalk hanging between the east and west walls, Torch
sconces line the north wall

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


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

Room #35

North Entry

Archway

North Entry

Archway

South Entry

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

Room Features

Room #36

North Entry

A tile mosaic of geometric patterns covers the floor, A pile of candles lies in the
north-west corner of the room

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

East Entry #1

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

East Entry #2

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

East Entry #3

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


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

South Entry

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

Empty

Room #37

North Entry
West Entry

Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Archway

East Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2

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

East Entry #3

Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 40, break DC
25; hard 5, 20 hp) (slides up, +2 to break DC)

South Entry
Monster

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

Room #38

South Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #2

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

South Entry #3

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

Room Features

A rotting odor fills the south-west corner of the room, A pile of blood-soaked
clothing lies in the north-west corner of the room

Monster

13 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14

Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 230 pp; Crystal Miniature (of a Hare) set with Obsidian (400 gp), Ermine
Shoes (1100 gp), Leather bound Book (blank) (80 gp), Leopard Fur Talisman set
with Eye Agate (200 gp), Rabbit Fur Bracers (150 gp); hoard total 4230 gp

Room #39

East Entry

Archway

South Entry #1

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

South Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Monster

10 x Troll Skeleton
Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6
squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; Base Atk +3;
Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2 claws) and +3
melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQ Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort
+2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #40

North Entry

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

Empty

Room #41

South Entry #1

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

South Entry #2

Archway

Empty

Room #42

North Entry #1

Archway

North Entry #2

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

West Entry

Room Features
Trap

Room #43

North Entry
Room Features
Monster

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.
A stone ramp ascends towards the west wall, A stone sarcophagus sits in the center
of the room
Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16
melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save
resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
A narrow shaft falls into the room from above, The scent of ozone fills the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,

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

Room #44

North Entry

Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20


melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 14; Disable Device DC 16.

Secret (Search DC 30) Trapped and Unlocked Iron Door (hard 10, 60 hp)
Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10
ft. by 10 ft. area); Search DC 26; Disable Device DC 25.

West Entry #1

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

West Entry #2

Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

West Entry #3

Archway

West Entry #4

Archway

East Entry #1

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


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

East Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry #3

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

South Entry
Room Features
Monster

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


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

Room #45

East Entry

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

Empty

Room #46

North Entry
Room Features
Monster

Archway
An iron chandelier hangs from the ceiling in the north side of the room, Several
corroded iron spikes are scattered throughout the room
11 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy

energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: Alexandrite (600 gp), Aquamarine (400 gp), Bloodstone (70 gp), Citrine
(60 gp), Lapis Lazuli (14 gp), Star Rose Quartz (20 gp); hoard total 1164 gp

Room #47

North Entry

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

West Entry

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

East Entry

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


Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.

Monster

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

Hidden Treasure

Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 20, break DC
18; hard 5, 15 hp)
1700 gp; Hematite (11 gp), Rose Quartz (40 gp); Divine Scroll (Cure Light
Wounds (25 gp)) (total 25 gp), Potion of Resist Energy (10) (300 gp), Wand of
Magic Missile (1st) (43 of 50 charges) (645 gp); hoard total 2721 gp

Room #48

North Entry
West Entry
Room Features
Monster

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

Room #49

East Entry

Room Features

Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)
A sloped pit lined with iron spikes lies in the north side of the room, A briny odor
fills the room

Room #50

West Entry

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

East Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2

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

South Entry

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

Empty

Room #51

North Entry #1

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

North Entry #2

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

South Entry

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

Room Features
Monster

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

Room #52

North Entry

West Entry

Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

East Entry #1

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

East Entry #2

Archway

South Entry
Room Features
Monster

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


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

Room #53

East Entry #1

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

East Entry #2

Archway

Empty

Room #54

North Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry
Room Features
Monster

Archway
A balcony hangs from the north wall, A pile of empty bottles lies in the north side
of the room
4 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

Trap

Room #55

North Entry

Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset;


spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable Device
DC 31.

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


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

East Entry #1

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

East Entry #2

Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex
save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4
each); Search DC 21; Disable Device DC 20.

Empty

Room #56

West Entry #1

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

West Entry #2

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

Empty

Room #57

North Entry #1

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

North Entry #2

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
(slides to one side, +1 to break DC)

South Entry

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

Empty

Room #58

North Entry

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

South Entry #1

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

South Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #3

Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 25, break DC

South Entry #3

Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 25, break DC
15; hard 5, 10 hp)

South Entry #4

Unlocked Good Wooden Door (hard 5, 15 hp)

Monster

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

Trap

Room #59

North Entry

Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC


20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC
18.

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #1

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

West Entry #2

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

East Entry
South Entry
Room Features
Monster

Unlocked Strong Wooden Door (hard 5, 20 hp)


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

Room #60

North Entry

Archway

West Entry #1

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

West Entry #2

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

West Entry #3

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


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

East Entry
Room Features
Monster

Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
A toppled statue lies in the north-east corner of the room, A briny odor fills the
room
8 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Skills and Feats: -; Toughness

Room #61

North Entry

East Entry
Room Features
Monster

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (magically reinforced,
+10 to break DC)
Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;
spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,
depending on terrain); Search DC 32; Disable Device DC 32.
Archway
A faded and torn tapestry hangs from the north wall, An unidentifiable odor fills
the north side of the room
14 x Ghast (ghoul) and 11 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1700 gp; Fine Steel Statue (of a Female Elf) inlaid with Gold (4000 gp),
Freshwater Pearl Statuette (of a Female Human Aristocrat) inlaid with Gold (1400
gp), Gold Idol (of a Fire God) (1800 gp), Iron Necklace (90 gp), Rare Book (The
Tome of Kinno) (500 gp), Tooled Leather bound Book (blank) (1300 gp); hoard
total 10790 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #62

West Entry #1

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

West Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #63

North Entry

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

West Entry #1

Secret (Search DC 20) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

West Entry #2

Archway

East Entry
Monster

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


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

Room #64

North Entry
West Entry
Monster

Archway
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
12 x Chimera Skeleton
Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6
squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk
+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7
melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);
Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60
ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19,
Dex 15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #65

North Entry
East Entry

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


Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #1

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

South Entry #2

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 28; Disable Device DC 28.

Empty

Room #66

West Entry
South Entry
Room Features
Monster

Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Archway
Part of the ceiling has collapsed into the room, A stone statue stands in the southeast corner of the room
4 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)

Room #67

North Entry

Room Features

Room #68

East Entry

Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
15 hp) (slides up, +2 to break DC)
Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex
save half damage); Search DC 28; Disable Device DC 28.
A faded and torn tapestry hangs from the south wall, Several iron spikes are
scattered throughout the room

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #1

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

South Entry #2

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

Room Features

A mural of legendary monsters covers the ceiling, A forge and anvil sit in the
center of the room

center of the room

Room #69

North Entry

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

West Entry #1

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

West Entry #2

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

South Entry #1

Archway

South Entry #2

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

Monster

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

Room #70

North Entry

Unlocked Iron Door (hard 10, 60 hp)

South Entry #1

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

South Entry #2

Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1 to break DC)

Monster

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

Room #71

West Entry #1

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.

West Entry #2

Archway

Monster

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

Room #72

West Entry

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

South Entry

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


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

Empty

Room #73

North Entry

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

Empty

Room #74

North Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

North Entry #2

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

East Entry
South Entry
Room Features

Room #75

Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A faded and torn tapestry hangs from the east wall, A stone sarcophagus sits in the
west side of the room

West Entry #1

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


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

West Entry #2

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

East Entry #1

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

East Entry #2

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20
melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 14; Disable Device DC 16.

East Entry #3

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry
Room Features
Monster

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


A narrow shaft falls into the room from above, Lit candles are scattered across the
floor
16 x Ghast (ghoul) and 11 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1700 gp; Deep Blue Spinel (500 gp), Red-brown Spinel (120 gp), Redbrown Spinel (140 gp); Divine Scroll (Entangle (25 gp), Protection from
Chaos/Evil/Good/Law (25 gp), Neutralize Poison (375 gp)) (total 425 gp), Potion
of Bull's Strength (300 gp), Potion of Hide from Animals (50 gp), Potion of
Remove Paralysis (300 gp); hoard total 3535 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

+7; Multiattack

Room #76

West Entry

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

East Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2

Archway

Monster

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

Room #77

East Entry #1

Archway

East Entry #2

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


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

Empty

Room #78

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break DC)
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.

Room Features

Room #79

The north and west walls have been engraved with incoherent spirals, A large kiln
and coal bin sit in the west side of the room

West Entry #1

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

West Entry #2

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

South Entry #1

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

South Entry #2

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

Empty

Room #80

North Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

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

East Entry
Monster

Unlocked Strong Wooden Door (hard 5, 20 hp)


7 x Ghast (ghoul) and 10 x Ghoul

Monster

7 x Ghast (ghoul) and 10 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: Arcane Scroll (Mage Armor (25 gp), Magic Mouth (160 gp)) (total 185
gp), 2 x Potion of Cure Moderate Wounds (300 gp); hoard total 785 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #81

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

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

Hidden Treasure

Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 30, break DC
25; hard 5, 20 hp)
1200 gp; Amethyst Statue (of a God of Trickery) (4000 gp), Silver Comb (400 gp),
Small Carpet threaded with Platinum (2000 gp); hoard total 7600 gp

Room #82

North Entry #1

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


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

North Entry #2

Archway

South Entry #1

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

South Entry #2

Archway

Monster

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

Trap

Room #83

North Entry
East Entry

Room Features

Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save


avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

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


Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break
DC)
Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;
DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.
A rope ascends to a catwalk hanging between the north and south walls, Jagged

Room Features

Room #84

North Entry

A rope ascends to a catwalk hanging between the north and south walls, Jagged
steel blades project from cracks in the east wall

Archway

South Entry #1

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

South Entry #2

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

Monster

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

Room #85

East Entry
Room Features

Room #86

North Entry
East Entry

Room Features
Monster

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
A stone ramp ascends towards the east wall, A large kiln and coal bin sit in the
north-east corner of the room

Unlocked Strong Wooden Door (hard 5, 20 hp)


Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
15 hp)
Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex
save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4
each); Search DC 21; Disable Device DC 20.
The sound of drums can be heard in the center of the room, Several pieces of rotten
rope are scattered throughout the room
2 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Room #87

North Entry
East Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


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

Empty

Room #88

North Entry
West Entry
Room Features

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


Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
A shallow pool of blood lies in the south-east corner of the room, Several
monstrous corpses are scattered throughout the room

Room #89

North Entry

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

South Entry

Archway

Room Features
Monster

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

Room #90

North Entry

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
20 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

East Entry #1

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

East Entry #2

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


Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2
rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1
Cha drain); Search DC 20; Disable Device DC 16.

East Entry #3

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

Monster

17 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 10000 sp; Brown-green Garnet (90 gp), Coral (90 gp), Hematite (8 gp),
Lapis Lazuli (10 gp), Rhodochrosite (10 gp), Smoky Quartz (40 gp), Tourmaline
(130 gp), Zircon (50 gp); hoard total 1428 gp

Room #91

North Entry
East Entry
South Entry
Monster

Unlocked Good Wooden Door (hard 5, 15 hp)


Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,

drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #92

North Entry

Room Features
Monster

Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
(slides up, +2 to break DC)
A balcony hangs from the west wall, Several wax blobs are scattered throughout
the room
11 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk
+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plus
mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damage
reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort
+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, Great
Fortitude, Toughness
Treasure: 1000 gp; Arcane Scroll (Command Undead (150 gp), Darkvision (150
gp)) (total 300 gp), Divine Scroll (Longstrider (25 gp), Hold Animal (150 gp),
Resist Energy (150 gp)) (Delusion curse) (total 325 gp), Potion of Cure Light
Wounds (50 gp), Potion of Shield of Faith (+2) (50 gp); hoard total 1725 gp

Room #93

North Entry #1

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

North Entry #2

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

West Entry
South Entry
Monster

Unlocked Strong Wooden Door (hard 5, 20 hp)


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

Room #94

North Entry
East Entry
Room Features
Monster

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


Unlocked Simple Wooden Door (hard 5, 10 hp)
Several square holes are cut into the east and west walls, A scratching sound fills
the room
14 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ

(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ


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

Room #95

West Entry

Unlocked Iron Door (hard 10, 60 hp)

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Monster

7 x Gray Render Zombie


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

Room #96

West Entry

Archway

East Entry

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

Monster

13 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1600 gp; Violet Garnet (200 gp), Violet Garnet (500 gp); hoard total
2300 gp

Room #97

West Entry

South Entry
Room Features

Room #98

North Entry

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


Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
A grinding noise fills the room, A pile of rotten leather lies in the west side of the
room

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

Empty

Room #99

North Entry #1

Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp) (magically reinforced, +10 to break DC)
Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20
melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.

North Entry #2

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

North Entry #3

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

Room Features

A large demonic idol sits in the north-east corner of the room, Several pieces of
rotten bread are scattered throughout the room

Room #100

North Entry

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


Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th level
wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device
DC 29.

West Entry #1

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14
ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save
resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

West Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry
Room Features
Monster

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

Room #101

East Entry
South Entry

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


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

Empty

Room #102

North Entry #1

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

North Entry #2

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

West Entry

Room Features
Monster

Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20
melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.
The walls have been engraved with glowing runes, The walls are covered with
sword cuts
14 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #103

North Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
10 hp)
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

South Entry

Secret (Search DC 25) Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,

South Entry

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

Empty

Room #104

South Entry #1

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

South Entry #2

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

Monster

12 x Ghast (ghoul) and 9 x Ghoul


Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1400 gp; Bolt of Bronze Cloth (500 gp), Box of Perfumed Candles (150
gp), Carved Wooden Necklace (10 gp), Glass Eye (900 gp), Sable Sash (1600 gp);
hoard total 4560 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Trap

Hidden Treasure

Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15
melee (6d6); multiple targets (can strike all characters in two adjacent specified
squares); Search DC 20; Disable Device DC 25.
Hidden (Search DC 25) Unlocked Simple Wooden Chest (hard 5, 10 hp)
2200 gp; Potion of Darkvision (300 gp); hoard total 2500 gp

Room #105

North Entry

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

Empty

Room #106

East Entry
Monster

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


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

Room #107

North Entry

Archway

West Entry

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

East Entry

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

South Entry

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

Room #108

South Entry

Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp)
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spell
effect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);
Search DC 32; Disable Device DC 32.

Room Features

A hole has been blasted into the east wall, Several monstrous corpses are scattered
throughout the room

North Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2

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

West Entry
Room Features
Monster

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


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

Hidden Treasure

Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)


1700 gp; hoard total 1700 gp

Room #109

West Entry
East Entry #1

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


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

East Entry #2

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

Room Features

Room #110

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

A mural of a legendary battle covers the ceiling, A fountain of water sits against
the west wall

West Entry #1

Archway

West Entry #2

Archway

East Entry #1

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

East Entry #2

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

Empty

Room #111

North Entry

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

West Entry

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

East Entry #1

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

East Entry #2

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

East Entry #2

Room Features
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to
break DC)
Part of the ceiling has collapsed into the room, Ghostly music fills the room
9 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #112

Room #113

West Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden
lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.

East Entry

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

South Entry #1

Archway

South Entry #2

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

Room Features

A stair ascends to a catwalk hanging between the east and west walls, A foul odor
fills the room

North Entry #1

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

North Entry #2

Secret (Search DC 30) Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

East Entry

Room #114

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

Room Features

Knocking can be faintly heard near the east wall, A pile of torn paper lies in the
north-west corner of the room

Trap

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

East Entry
Room Features
Monster

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

Room #115

North Entry #1

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

Room #115

North Entry #1

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

North Entry #2

Archway

East Entry
South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


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

Empty

Room #116

West Entry #1

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

West Entry #2

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

East Entry
Room Features
Monster

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

Room #117

North Entry
West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


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

East Entry #1

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

East Entry #2

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

Empty

Room #118

East Entry #1

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

East Entry #2

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

South Entry #1

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

South Entry #2

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

Empty

Room #119

North Entry
Monster

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

Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #120

West Entry

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

East Entry

Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40, break DC
15; hard 5, 10 hp)

South Entry

Room #121

Archway

Room Features

A shallow pit lies in the west side of the room, Burning torches in iron sconces
line the east and west walls

North Entry #1

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic
reset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to target
nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary
targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.

North Entry #2

Archway

South Entry

Archway

Empty

Room #122

West Entry #1

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

West Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry

Archway

Empty

Room #123

North Entry

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

West Entry #1

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

West Entry #2

Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
(slides to one side, +1 to break DC)
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14
ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save
resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.

East Entry
South Entry
Room Features
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
A tapestry of ghoulish carnage hangs from the south wall, The ceiling is covered
with cracks
1 x Dread Wraith and 4 x Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

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

Room #124

North Entry #1

Archway

North Entry #2

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry

South Entry
Room Features
Monster

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Part of the south wall has collapsed into the room, A sour odor fills the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #125

North Entry
East Entry

Monster

Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2
to break DC)
Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.
9 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision
60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int
11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, BlindFight

Hidden Treasure

Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28; hard
10, 60 hp)
1600 gp; Fire Opal (800 gp), Golden Yellow Topaz (300 gp), Moonstone (60 gp),
Violet Garnet (300 gp), Violet Garnet (500 gp), White Opal (800 gp); Incense of
Meditation (4900 gp), Potion of Blur (300 gp) (Opposite effect or target curse);
hoard total 9560 gp

Room #126

North Entry #1

Archway

Room #127

North Entry #1

Archway

North Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)

West Entry

Archway

East Entry

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

South Entry

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

Room Features

Various torture devices are scattered throughout the room, The scent of ozone fills
the room

West Entry
Room Features
Monster

Unlocked Good Wooden Door (hard 5, 15 hp)


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

Room #128

North Entry
West Entry

Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
(magically reinforced, +10 to break DC)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry #1

Archway

East Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #3

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

Monster

2 x Young Adult Red Dragon Skeleton


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

Room #129

North Entry
West Entry

Empty

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
(slides to one side, +1 to break DC)
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 28; Disable Device DC 28.

Room #130

North Entry #1

Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic
reset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, or
Will save, depending on effect); Search DC 32; Disable Device DC 32.

North Entry #2

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


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

North Entry #3

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

West Entry

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

East Entry

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

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #131

East Entry

South Entry
Room Features
Trap

Hidden Treasure

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
The scent of urine fills the room, Several pieces of rotten fruit are scattered
throughout the room
Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28; hard
10, 60 hp)
2000 gp; Composite Longbow (Medium, +1 Str bonus) (+1 weapon) (Neutral
Good, Int 15, Wis 10, Cha 15, Ego 8, Speech (Common, Gnoll, Gnome) and
telepathy (wielder only), Darkvision (60 ft.) and hearing, Bluff 10 ranks, Cure
Moderate Wounds (2d8+3) on wielder 3/day, Spellcraft 10 ranks) (24000 gp);
hoard total 26000 gp

Room #132

West Entry

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

East Entry

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

Room Features

Room #133

North Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC
25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each
of two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.

South Entry

Archway

Room Features

Room #134

A well lies in the center of the room, Several headless statues are scattered
throughout the room

A mural of arcane patterns covers the ceiling, A wooden ladder rests against the
south wall

West Entry

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

East Entry

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

Monster

7 x Shadow

Monster

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

Room #135

North Entry #1

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

North Entry #2

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)

West Entry

Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp)
Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21
ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.
area); Search DC 26; Disable Device DC 20.

South Entry

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

Empty

Room #136

North Entry
West Entry
South Entry

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


Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Unlocked Simple Wooden Door (hard 5, 10 hp) (magically reinforced, +10 to break
DC)

Empty

Room #137

North Entry
East Entry
South Entry
Room Features

Room #138

Unlocked Stone Door (hard 8, 60 hp)


Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Stuck Iron Door (break DC 28; hard 10, 60 hp)
A balcony hangs from the east wall, A tapestry of ancient mythology hangs from
the north wall

West Entry #1

Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
15 hp)
Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex
save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4
each); Search DC 21; Disable Device DC 20.

West Entry #2

Unlocked Stone Door (hard 8, 60 hp)

East Entry
South Entry

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


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

Empty

Room #139

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

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

East Entry
South Entry

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


Archway

South Entry
Monster

Archway
11 x Ghast (ghoul) and 13 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1000 gp; Black Pearl (800 gp), Chrysoberyl (90 gp), Freshwater Pearl (8
gp), Hematite (7 gp), Rock Crystal (30 gp), White Pearl (60 gp); hoard total 1995
gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #140

West Entry

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

East Entry

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

South Entry

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

Room Features

A narrow ledge runs along the south and east walls, Several pieces of spoiled meat
are scattered throughout the room

Hidden Treasure

Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 30, break DC
18; hard 5, 15 hp)
Feathered Boots (90 gp), Fine Steel Helmet inlaid with Electrum (1700 gp), Gilded
Wooden Dice (pair) set with Iolite (400 gp), Small Silver Mirror (170 gp), Tooled
Leather Boots (100 gp); Arcane Scroll (Alarm (25 gp), Protection from
Chaos/Evil/Good/Law (25 gp)) (total 50 gp), Divine Scroll (Create Water (12 gp 5
sp), Cure Light Wounds (25 gp)) (total 37 gp 5 sp), Oil of Levitate (300 gp), Potion
of Aid (300 gp); hoard total 3147 gp 5 sp

Room #141

West Entry

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

South Entry #1

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

South Entry #2

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

Monster

6 x Gray Render Zombie


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

Room #142

West Entry

Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)
Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th level
wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device
DC 29.

East Entry

Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.

Empty

Room #143

West Entry
South Entry
Room Features
Monster

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


Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
A stair ascends to a catwalk hanging between the north and south walls, A stone
dais and throne sits in the west side of the room
3 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #144

North Entry

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

West Entry

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

East Entry

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

South Entry

Room Features
Monster

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


Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC
20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4
spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.
A circle of tall stones stands in the south side of the room, A chirping noise fills
the room
5 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #145

West Entry #1

Archway

West Entry #2

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

East Entry #1

Unlocked Stone Door (hard 8, 60 hp)

East Entry #2

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

South Entry

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

Empty

Room #146

West Entry #1

Archway

Room #146

West Entry #1

Archway

West Entry #2

Secret (Search DC 30) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)

East Entry

South Entry

Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5,
10 hp)
Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex
save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4
each); Search DC 21; Disable Device DC 20.
Stuck Stone Door (break DC 28; hard 8, 60 hp)

Empty

Room #147

North Entry
Monster

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


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

Room #148

West Entry #1

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

West Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

Archway

South Entry

Archway

Room Features

Room #149

A scratching sound can be heard in the south-west corner of the room, A pile of
barrel staves lies in the north-west corner of the room

West Entry

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

East Entry

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

South Entry

Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)
10 x Ghast (ghoul) and 9 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1400 gp; Deep Green Spinel (110 gp); hoard total 1510 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

+7; Multiattack

Room #150

North Entry
West Entry
South Entry
Room Features
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


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

Hidden Treasure

Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 30, break DC
15; hard 5, 10 hp)
2700 gp; Carved Wooden Staff (80 gp), Gold Bell set with Red Spinel (1300 gp),
Leather Belt with Silver Buckle (300 gp), Sable Pouch inlaid with Silver (1300
gp); Divine Scroll (Flame Blade (150 gp), Lesser Restoration (150 gp)) (total 300
gp); hoard total 5980 gp

Room #151

West Entry #1

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

West Entry #2

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

Room Features
Monster

A simple fireplace sits against the west wall, The sound of footsteps can be faintly
heard near the east wall
8 x Ghast (ghoul) and 11 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1800 gp; Red Spinel (100 gp); hoard total 1900 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,

and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #152

North Entry

Archway

South Entry

Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
15 hp)
Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;
multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7
rounds); Search DC 27; Disable Device DC 27.

Empty

Room #153

North Entry
East Entry

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

South Entry #1

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

South Entry #2

Archway

Monster

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

Room #154

West Entry
Monster

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


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

Room #155

North Entry #1

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

North Entry #2

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

West Entry
Room Features
Monster

Unlocked Stone Door (hard 8, 60 hp)


Part of the ceiling has collapsed into the room, A scratching sound fills the room
4 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.
(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed
13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);
Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort

resistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort


+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,
Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,
Improved Initiative

Room #156

West Entry

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


Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2
rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1
Cha drain); Search DC 20; Disable Device DC 16.

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry
Room Features
Monster

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

Hidden Treasure

Trapped and Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5,
15 hp)
Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.
240 pp; Banded Agate (12 gp), Bloodstone (40 gp), Deep Blue Spinel (300 gp),
Jade (80 gp), Onyx (80 gp); hoard total 2912 gp

Room #157

North Entry

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

South Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect
(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;
Disable Device DC 28.

Monster

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

Room #158

South Entry
Room Features
Monster

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


Burning torches in iron sconces line the west wall, A pile of broken glass lies in
the north-west corner of the room
14 x Ghast (ghoul) and 11 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);

AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1400 gp; Bloodstone (60 gp), Fire Opal (800 gp), Hematite (10 gp), Pink
Pearl (90 gp), Rich Purple Corundum (1200 gp); hoard total 3560 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack
Trap

Room #159

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


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

West Entry

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

East Entry

Archway

Monster

5 x Young Adult Red Dragon Skeleton


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

Room #160

West Entry #1

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

West Entry #2

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

East Entry

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

Empty

Room #161

North Entry
West Entry

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

East Entry #1

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

East Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

Room #162

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

North Entry
West Entry #1

A rope ascends to a balcony hanging from the west wall, A clicking noise can be
heard in the south-west corner of the room

Unlocked Good Wooden Door (hard 5, 15 hp)


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

West Entry #1

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

West Entry #2

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

South Entry

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

Empty

Room #163

West Entry

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

East Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #1

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

South Entry #2

Archway

Empty

Room #164

South Entry
Room Features
Monster

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


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

Room #165

North Entry
East Entry

Room Features
Monster

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Trapped and Unlocked Iron Door (hard 10, 60 hp)
Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
Mysterious levers and mechanisms cover the north and west walls, A pile of
spoiled meat lies in the north side of the room
7 x Ghast (ghoul) and 11 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1300 gp; Chrysoberyl Miniature (of a Female Dwarf) (600 gp), Small Vial
of Perfume (100 gp); hoard total 2000 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #166

North Entry #1

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

North Entry #2

Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

East Entry

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


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

South Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #2

Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp)

South Entry #3

Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic
reset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to target
nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary
targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.

Monster

5 x Young Adult Red Dragon Skeleton


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

Room #167

North Entry
East Entry

South Entry
Room Features
Monster

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


Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.
Unlocked Strong Wooden Door (hard 5, 20 hp)
Rusting iron spikes line the north and west walls, Several pieces of spoiled meat
are scattered throughout the room
12 x Ghast (ghoul) and 11 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 230 pp; Feather Token (fan) (200 gp), Robe of Vermin (16500 gp),
Scimitar (Medium) (+1 weapon, Shock) (8315 gp); hoard total 27315 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #168

West Entry

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

East Entry

Archway

South Entry

Archway

Room Features
Trap

Room #169

East Entry
Room Features

Room #170

Room #171

North Entry

A stone ramp ascends towards the south wall, A fountain of water sits against the
north wall
Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20
melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.

Unlocked Good Wooden Door (hard 5, 15 hp)


The north and east walls are covered with cracks, A pile of rotten rope lies in the
north side of the room

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

South Entry #1

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)

South Entry #2

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up,
+2 to break DC)
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spell
effect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);
Search DC 32; Disable Device DC 32.

Room Features

A ladder ascends to a wooden platform in the south side of the room, A dull dagger
lies in the west side of the room

West Entry
Room Features
Monster

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


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

Room #172

East Entry

South Entry

Room #173

Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp)
Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21
ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.
area); Search DC 26; Disable Device DC 20.
Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect
(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;
Disable Device DC 28.

Room Features

Lit candles are scattered across the floor, Several sundered shields are scattered
throughout the room

North Entry

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

Room Features
Monster

Several headless statues are scattered throughout the room, An acrid odor fills the
north-west corner of the room
9 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 800 gp; Greater Bracers of Archery (25000 gp) (Design provides clue to
function); hoard total 25800 gp

Room #174

West Entry

Archway

East Entry

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

Room Features
Monster

An altar of evil sits in the south-west corner of the room, Unintelligible


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

Room #175

West Entry

Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry

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

Empty

Room #176

West Entry

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

East Entry #1

Archway

East Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features
Monster

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

Room #177

North Entry

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

South Entry

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

South Entry

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

Empty

Room #178

North Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

North Entry #2

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

Room Features

A ladder ascends to a balcony hanging from the west wall, Various torture devices
are scattered throughout the room

Monster

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

Room #179

North Entry
West Entry #1

Unlocked Iron Door (hard 10, 60 hp)

West Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

Room #180

North Entry
West Entry

South Entry
Room Features

Room #181

North Entry
East Entry
Room Features

Room #182

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

North Entry
West Entry

East Entry #1

The north and east walls have been engraved with geometric patterns, A pile of torn
paper lies in the south-west corner of the room

Archway
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16
melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save
resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.
Stuck Iron Door (break DC 28; hard 10, 60 hp)
An iron chandelier hangs from the ceiling in the south-west corner of the room,
The ceiling is covered with bloodstains

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Unlocked Simple Wooden Door (hard 5, 10 hp)
The ceiling is covered with scorch marks, A pile of blood-soaked clothing lies in
the center of the room

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


Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)
Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 28; Disable Device DC 28.
Secret (Search DC 20) Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)

East Entry #2

Archway

Empty

Room #183

North Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry #2

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

South Entry

Room Features
Monster

Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.
A shallow pool of oil lies in the south-west corner of the room, An acrid odor fills
the room
9 x Ogre Zombie
Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8
squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; Base
Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1
ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9,
slam) or +1 ranged (1d8+6, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Single
actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL
NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #184

West Entry
Room Features
Monster

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


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

Room #185

Room #186

West Entry

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

East Entry

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

South Entry #1

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

South Entry #2

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

Room Features

The room has a high domed ceiling, Skeletons hang from chains and manacles
against the north and south walls

North Entry
East Entry
Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break
DC)
Unlocked Simple Wooden Door (hard 5, 10 hp)
8 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 6000 sp; Potion of Lesser Restoration (300 gp); hoard total 900 gp

Room #187

North Entry #1

Unlocked Stone Door (hard 8, 60 hp) (slides to one side, +1 to break DC)

North Entry #2

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

West Entry
South Entry
Monster

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

Room #188

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

Room Features
Monster

A stream of water flows through the room, A circle of tall stones stands in the north
side of the room
5 x Ghast (ghoul) and 10 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 90000 cp; Red-brown Spinel (110 gp); hoard total 1010 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #189

West Entry

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

East Entry

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

spell effect (Summon Monster VI, 11th level wizard), Search DC 31; Disable Device
DC 31.
South Entry #1

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

South Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #190

North Entry
West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry

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

Room Features

Room #191

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

A well lies in the south side of the room, Floating motes of light fill the north side
of the room

West Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #1

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

East Entry #2

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

South Entry
Room Features
Monster

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

Room #192

West Entry

Archway

South Entry #1

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

South Entry #2

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

Room Features

A tile labyrinth covers the floor, A buzzing noise can be heard in the north side of
the room

Monster

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

Room #193

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry
South Entry
Room Features

Room #194

North Entry
East Entry
Room Features

Room #195

Archway
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Various torture devices are scattered throughout the room, Several bent copper
coins are scattered throughout the room

Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
A tile labyrinth covers the floor, Several shattered weapons are scattered
throughout the room

West Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features
Monster

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

Room #196

North Entry

Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.

Empty

Room #197

North Entry

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

West Entry

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

East Entry

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

South Entry

Room Features
Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to
break DC)
A circle of tall stones stands in the south-west corner of the room, Several pieces of
torn paper are scattered throughout the room
12 x Shadow
Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly
40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11;
Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee
(1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength
damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits;
AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #198

North Entry

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

Room #198

Room #199

North Entry

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

South Entry

Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)

Room Features

A chute falls into the room from above, Lit candles are scattered across the floor

North Entry #1

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

North Entry #2

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

East Entry #1

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

East Entry #2

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

South Entry

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

Empty

Room #200

North Entry

Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)

West Entry

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

East Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)

East Entry #2

Archway

Monster

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

Room #201

North Entry

West Entry
South Entry

Monster

Secret (Search DC 25) Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15
melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.
12 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #202

North Entry #1

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


Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16
melee (1d8+4 plus poison, spike); multiple targets (closest target in each of two
adjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude

adjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude


save resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.
North Entry #2

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

East Entry

Archway

South Entry

Archway

Room Features
Monster

Spirals of green stones cover the floor, A pile of sundered shields lies in the southeast corner of the room
11 x Ghast (ghoul) and 7 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1600 gp; Amber (120 gp), Aquamarine (600 gp), Chalcedony (60 gp),
Deep Blue Spinel (700 gp), Hematite (11 gp), Lapis Lazuli (8 gp), Violet Garnet
(500 gp), Zircon (50 gp); hoard total 3649 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #203

North Entry #1

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

North Entry #2

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

East Entry

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

Empty

Room #204

West Entry #1

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


Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk
+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 24; Disable Device DC 20.

West Entry #2

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

East Entry
South Entry

Monster

Unlocked Strong Wooden Door (hard 5, 20 hp)


Trapped and Unlocked Iron Door (hard 10, 60 hp)
Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden
lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.
6 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Skills and Feats: -; Toughness

Room #205

South Entry #1

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

South Entry #2

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


Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic
reset; spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device
DC 32.

Empty

Room #206

North Entry

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

West Entry

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


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

East Entry

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

South Entry
Monster

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

Room #207

Room #208

East Entry #1

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

East Entry #2

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


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

Room Features

A faded and torn tapestry hangs from the east wall, A broken door lies in the center
of the room

West Entry #1

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

West Entry #2

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


Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15
melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

West Entry #3

Archway

East Entry #1

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

East Entry #2

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

South Entry

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

Empty

Room #209

North Entry

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

South Entry

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

Room Features

Room #210

Room #211

West Entry

A hissing noise can be faintly heard near the north wall, A pile of spoiled meat lies
in the north side of the room

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

East Entry #1

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

East Entry #2

Archway

Room Features

A sloped pit lined with iron spikes lies in the west side of the room, Several iron
blobs are scattered throughout the room

North Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry #2

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

South Entry

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

Room Features
Monster

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

Room #212

North Entry
East Entry
South Entry
Room Features

Room #213

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


Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
A tapestry of ancient mythology hangs from the east wall, Various torture devices
are scattered throughout the room

West Entry #1

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

West Entry #2

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
10 hp)
Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger
(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6
Con); Search DC 25; Disable Device DC 19.

East Entry
Room Features
Monster

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


A tile mosaic of ancient mythology covers the floor, A jingling sound can be
faintly heard near the west wall
8 x Ghast (ghoul) and 10 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness

+8; Multiattack, Toughness


Treasure: 9000 sp; Amber (110 gp), Eye Agate (8 gp), Eye Agate (10 gp), Smoky
Quartz (40 gp); hoard total 1068 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #214

North Entry

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

East Entry #1

Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;
multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7
rounds); Search DC 27; Disable Device DC 27.

East Entry #2

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

South Entry

Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break
DC)
11 x Gray Render Zombie
Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full
Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10
ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,
undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis
10, Cha 1
Skills and Feats: -; Toughness

Room #215

West Entry

South Entry
Room Features
Monster

Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)
Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;
multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7
rounds); Search DC 27; Disable Device DC 27.
Archway
A narrow ledge runs along the north and west walls, The sound of horns fills the
room
6 x Advanced Megaraptor Skeleton
Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #216

North Entry

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

South Entry

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

Room Features

Room #217

East Entry
South Entry
Room Features
Monster

Part of the east wall has collapsed into the room, An overwhelming stench fills the
north-west corner of the room

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


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

Room #218

West Entry

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

East Entry

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

Room Features

Room #219

Several square holes are cut into the ceiling and floor, A tapestry of arcane patterns
hangs from the west wall

East Entry #1

Archway

East Entry #2

Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
15 hp)
Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;
spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save half
damage); Search DC 31; Disable Device DC 31.

Monster

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

Room #220

West Entry

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

East Entry

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

South Entry

Room Features
Monster

Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (slides down,
+1 to break DC)
A stone sarcophagus sits in the west side of the room, The north and east walls are
covered with slime
9 x Gray Render Zombie

Monster

9 x Gray Render Zombie


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

Room #221

North Entry

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

East Entry #1

Unlocked Stone Door (hard 8, 60 hp)

East Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #222

North Entry

Archway

West Entry

Unlocked Iron Door (hard 10, 60 hp)

East Entry

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

Monster

1 x Dread Wraith and 5 x Wraith


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

Room #223

North Entry
East Entry
Room Features

Room #224

North Entry
Room Features

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


Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
An iron chandelier hangs from the ceiling in the north-east corner of the room, An
unidentifiable odor fills the west side of the room

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


Several iron cages are scattered throughout the room, Several pieces of rotten bread
are scattered throughout the room

Room #225

North Entry
West Entry
South Entry
Monster

Archway
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)

Room #226

South Entry

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


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

Empty

Room #227

Room #228

South Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #2

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

Room Features

A narrow ledge runs along the north and east walls, Several pieces of rotting wood
are scattered throughout the room

East Entry
Room Features

Room #229

North Entry
East Entry
Room Features
Monster

Unlocked Iron Door (hard 10, 60 hp) (slides down, +1 to break DC)
Burning torches in iron sconces line the south and east walls, The floor is covered
with dead insects

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


Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
A narrow pit covered by iron bars lies in the north-west corner of the room, A
fountain of water sits against the east wall
16 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Trap

Hidden Treasure

Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28; hard
10, 60 hp)
1800 gp; Carved Wooden Staff (80 gp); Ring of Blinking (27000 gp); hoard total

1800 gp; Carved Wooden Staff (80 gp); Ring of Blinking (27000 gp); hoard total
28880 gp

Room #230

Room #231

West Entry #1

Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)
Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

West Entry #2

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

East Entry

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)

Room Features

A narrow shaft falls into the room from above, Several empty flasks are scattered
throughout the room

North Entry
East Entry
South Entry
Room Features

Room #232

Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
A stone ramp ascends towards the north wall, Several shattered weapons are
scattered throughout the room

West Entry

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;
DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

Room #233

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

A round table and large table sit in the south-east corner of the room, A pair of dice
lies in the north-east corner of the room

West Entry

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


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

East Entry

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

South Entry
Room Features
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


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

Room #234

North Entry

West Entry

Secret (Search DC 25) Trapped and Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC
20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC
18.
Archway

East Entry
South Entry

Room #235

Unlocked Strong Wooden Door (hard 5, 20 hp)


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

Room Features

A stone statue stands in the center of the room, A pile of torches lies in the northeast corner of the room

North Entry #1

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


Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;
DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

North Entry #2

Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.

East Entry #1

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

East Entry #2

Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

South Entry #1

Archway

South Entry #2

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

Monster

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

Room #236

North Entry
West Entry

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


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

East Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry

Room Features
Monster

Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10
ft. by 10 ft. area); Search DC 26; Disable Device DC 25.
The north and east walls have been engraved with numerous arcane symbols, A
mouldy odor fills the center of the room
3 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Room #237

West Entry

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

Room #237

West Entry

Room Features
Monster

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

Trap

Room #238

North Entry

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

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

West Entry #1

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;
spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,
depending on terrain); Search DC 32; Disable Device DC 32.

West Entry #2

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

South Entry

Monster

Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
(slides up, +2 to break DC)
6 x Advanced Megaraptor Skeleton
Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #239

North Entry #1

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

North Entry #2

Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp) (slides up, +2 to break DC)
Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

South Entry
Monster

Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
10 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Trap

Room #240

West Entry

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

Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
10 hp) (slides to one side, +1 to break DC)
Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk
+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 24; Disable Device DC 20.

East Entry #1

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


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

East Entry #2

Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20
melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 14; Disable Device DC 16.

Empty

Room #241

West Entry

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


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

East Entry

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

South Entry

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

Monster

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

Room #242

West Entry #1

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


Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2
rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1
Cha drain); Search DC 20; Disable Device DC 16.

West Entry #2

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

South Entry
Room Features

Room #243

East Entry
Room Features
Trap

Room #244

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


The room has a high domed ceiling, A suphurous odor fills the room

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


A narrow shaft descends from the room into the next dungeon level down, Various
torture devices are scattered throughout the room
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

Room #244

North Entry

West Entry
Room Features
Monster

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


Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden
lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Several headless statues are scattered throughout the room, A mouldy odor fills
the room
4 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #245

East Entry

Room Features

Room #246

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


Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.
A tile labyrinth covers the floor, Various torture devices are scattered throughout
the room

West Entry

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

East Entry

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

South Entry
Room Features
Trap

Hidden Treasure

Archway
A rope ascends to a wooden platform in the south-west corner of the room,
Knocking can be heard in the north side of the room
Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20
melee (8d6, stone blocks); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 14; Disable Device DC 16.
Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 20, break DC
25; hard 5, 20 hp)
1700 gp; Black Pearl (600 gp), Chrysoprase (60 gp), Deep Blue Spinel (500 gp),
Onyx (40 gp), Silver Pearl (60 gp); Arcane Scroll (Charm Person (25 gp), Magic
Aura (25 gp), Remove Fear (50 gp)) (total 100 gp), Potion of Shield of Faith (+3)
(300 gp), Wand of Cure Light Wounds (7 of 50 charges) (105 gp); hoard total 3465
gp

Room #247

West Entry

Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides down, +1 to break DC)

East Entry

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

Room Features
Monster

A tile mosaic of legendary monsters covers the floor, Skeletons hang from chains
and manacles against the east and west walls
2 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee

+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #248

North Entry
West Entry

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

East Entry

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

South Entry
Room Features

Room #249

Archway

North Entry

Archway
Various torture devices are scattered throughout the room, An acrid odor fills the
room

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

West Entry #1

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

West Entry #2

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

South Entry
Room Features
Monster

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


Chanting can be heard in the north-west corner of the room, A pile of iron blobs
lies in the east side of the room
11 x Troll Skeleton
Troll skeleton: CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6
squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; Base Atk +3;
Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2 claws) and +3
melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQ Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort
+2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #250

North Entry
West Entry
Monster

Archway
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
2 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Trap

Room #251

North Entry

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room #251

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

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

South Entry

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

Room Features
Monster

A mouldy odor fills the room, Several rotten apples are scattered throughout the
room
10 x Ghast (ghoul) and 18 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 130 pp; Painted Glass Miniature (of a God of Good) (90 gp), Painted
Glass Necklace (60 gp); hoard total 1450 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #252

North Entry

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

West Entry

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

South Entry
Room Features

Room #253

South Entry

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


A mural of legendary monsters covers the ceiling, A rotting carpet and several
crates sit in the south side of the room

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

Empty

Room #254

West Entry
South Entry

Room Features

Room #255

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


Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
A hole has been blasted into the north wall, A mural of a legendary battle covers
the ceiling

West Entry

Archway

East Entry

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

South Entry

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

Monster

16 x Chimera Skeleton
Chimera skeleton: CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6
squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk
+4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7
melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws);
Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60

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


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

Room #256

East Entry

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

Empty

Room #257

Room #258

North Entry

Archway

Room Features

A stream of blood flows through the room, Several headless statues are scattered
throughout the room

North Entry #1

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

North Entry #2

Archway

North Entry #3

Archway

East Entry

Archway

South Entry

Archway

Empty

Room #259

North Entry

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

South Entry

Archway

Monster

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

Room #260

North Entry

Archway

West Entry

Archway

East Entry #1

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

East Entry #2

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

Room Features

Room #261

North Entry

A chute descends from the room into a natural cavern below, A circle of tall stones
stands in the south-west corner of the room

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

East Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry #2

Archway

Monster

8 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 1600 gp; Jasper (70 gp), Onyx (60 gp), Peridot (20 gp); hoard total 1750
gp

Room #262

North Entry
East Entry
Room Features

Room #263

North Entry
West Entry
South Entry
Monster

Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A shallow pool of oil lies in the north-west corner of the room, A pile of rotten
bread lies in the center of the room

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


Stuck Stone Door (break DC 28; hard 8, 60 hp)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
5 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack

Room #264

North Entry
West Entry #1

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

West Entry #2

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

East Entry

Room Features

Room #265

Unlocked Simple Wooden Door (hard 5, 10 hp)

Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
15 hp)
Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16
melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save
resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.
A faded and torn tapestry hangs from the west wall, Howling can be heard in the
north-west corner of the room

West Entry

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

East Entry

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

South Entry

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

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

A narrow shaft descends from the room into a plundered tomb below, The north
and east walls have been engraved with incoherent spirals
7 x Gray Render Zombie
Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full
Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10
ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,
undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis
10, Cha 1
Skills and Feats: -; Toughness

Room #266

East Entry #1

Archway

East Entry #2

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

South Entry

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

Empty

Room #267

West Entry

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

East Entry

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

Room Features
Monster

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

Room #268

North Entry
West Entry

Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.
3 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Trap

Spiked Pit Trap (100 ft. Deep): CR 6; mechanical; location trigger, manual reset;
DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

Room #269

West Entry

Archway

East Entry

Archway

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

Empty

Room #270

West Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry #2

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


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

South Entry

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

Empty

Room #271

North Entry
East Entry

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)

South Entry #1

Archway

South Entry #2

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


Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (Fire Trap, 7th level
wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device
DC 29.

Empty

Room #272

North Entry #1

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

North Entry #2

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

South Entry #1

Unlocked Stone Door (hard 8, 60 hp)

South Entry #2

Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;
DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

South Entry #3

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

Room Features

A shallow pool of blood lies in the west side of the room, Burning torches in iron
sconces line the west wall

Monster

10 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 200 pp; Black Pearl (800 gp), Hematite (11 gp), Star Ruby (1300 gp),

Treasure: 200 pp; Black Pearl (800 gp), Hematite (11 gp), Star Ruby (1300 gp),
White Pearl (80 gp); hoard total 4191 gp

Room #273

West Entry
South Entry

Room Features
Trap

Room #274

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) (slides
down, +1 to break DC)
A stone sarcophagus sits in the south-west corner of the room, Several candles are
scattered throughout the room
Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

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


Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15
melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

East Entry #1

Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break DC)
Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

East Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry
Room Features
Monster

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


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

Room #275

North Entry #1

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

North Entry #2

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

West Entry

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


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

East Entry

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


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

Room Features

Room #276

North Entry

A forge and anvil sit in the center of the room, A pile of torn paper lies in the
north-west corner of the room

Archway

Empty

Room #277

North Entry #1

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

North Entry #2

Secret (Search DC 20) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.

South Entry

Room #278

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

A tile labyrinth covers the floor, The scent of smoke fills the south-west corner of
the room

North Entry

Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) (stuck, +2 to lift
DC)
Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 16th level cleric, 8d8 sonic, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

East Entry

South Entry

Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)
Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

Empty

Room #279

North Entry

Room Features

Room #280

North Entry

Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)
A buzzing noise can be faintly heard near the east wall, Several iron spikes are
scattered throughout the room

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

West Entry #1

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

West Entry #2

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

East Entry
South Entry

Room Features
Monster

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


Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
(magically reinforced, +10 to break DC)
A tile mosaic of arcane patterns covers the floor, Several broken arrows are
scattered throughout the room
4 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #281

North Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry

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

East Entry

Archway

Trap

Spiked Pit Trap (100 ft. Deep): CR 6; mechanical; location trigger, manual reset;
DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.

Random Dungeon Generator by drow


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

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