Documente Academic
Documente Profesional
Documente Cultură
Level 11
General
Wandering
Monsters
Room #1
Dungeon Walls
Dungeon Floor
Temperature
Average
Illumination
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
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
South Entry
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Monster
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
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
West Entry #2
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
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
South Entry
Room Features
Monster
Room #9
North Entry
West Entry #1
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry #2
East Entry #1
Archway
East Entry #2
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
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
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
Empty
Room #12
North Entry #1
Archway
North Entry #2
West Entry
Archway
East Entry #1
East Entry #2
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
Room #16
North Entry
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
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
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
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
East Entry
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.
Trap
Room #20
North Entry
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
South Entry #2
Monster
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
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
Room #24
North Entry
South Entry
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
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
Hidden Treasure
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 30, break DC
15; hard 5, 10 hp)
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
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
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
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
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
East Entry
Archway
South Entry #1
South Entry #2
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
South Entry
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 Treasure
Room #32
North Entry #1
North Entry #2
East Entry
Room Features
Monster
Room #33
North Entry #1
North Entry #2
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
West Entry
East Entry #1
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
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
East Entry #1
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
East Entry #2
East Entry #3
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
East Entry #2
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
South Entry #2
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
South Entry #2
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
South Entry #2
Archway
Empty
Room #42
North Entry #1
Archway
North Entry #2
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
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
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
East Entry #2
East Entry #3
South Entry
Room Features
Monster
Room #45
East Entry
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
East Entry
Monster
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)
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
East Entry #2
South Entry
Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
Empty
Room #51
North Entry #1
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
East Entry #2
Archway
South Entry
Room Features
Monster
Room #53
East Entry #1
East Entry #2
Archway
Empty
Room #54
North Entry
West Entry
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
East Entry #1
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
Empty
Room #57
North Entry #1
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
South Entry #2
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
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
West Entry #1
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
Room #60
North Entry
Archway
West Entry #1
West Entry #2
West Entry #3
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
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
West Entry #2
Empty
Room #63
North Entry
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
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
South Entry #1
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
South Entry #1
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry #2
Room Features
A mural of legendary monsters covers the ceiling, A forge and anvil sit in the
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
West Entry #2
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
South Entry #1
Archway
South Entry #2
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
South Entry #1
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
Empty
Room #73
North Entry
Empty
Room #74
North Entry #1
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
West Entry #2
East Entry #1
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
South Entry
Room Features
Monster
+7; Multiattack
Room #76
West Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
East Entry #1
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
Empty
Room #78
West Entry
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
West Entry #2
South Entry #1
South Entry #2
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
West Entry #2
East Entry
Monster
Monster
Room #81
West Entry
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
North Entry #2
Archway
South Entry #1
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
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
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
Room #87
North Entry
East Entry
Empty
Room #88
North Entry
West Entry
Room Features
Room #89
North Entry
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
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
East Entry #3
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
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
North Entry #2
West Entry
South Entry
Monster
Room #94
North Entry
East Entry
Room Features
Monster
Room #95
West Entry
East Entry
Monster
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
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
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
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
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
Empty
Room #102
North Entry #1
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
North Entry #2
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
South Entry #2
Monster
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
Empty
Room #106
East Entry
Monster
Room #107
North Entry
Archway
West Entry
East Entry
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
North Entry #2
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
West Entry
Room Features
Monster
Hidden Treasure
Room #109
West Entry
East Entry #1
East Entry #2
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
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
South Entry #1
Archway
South Entry #2
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
Empty
Room #116
West Entry #1
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
East Entry #1
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
South Entry #1
South Entry #2
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
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
West Entry #2
South Entry
Archway
Empty
Room #123
North Entry
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
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
East Entry #3
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Monster
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
North Entry #3
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
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
East Entry
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
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
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
Empty
Room #137
North Entry
East Entry
South Entry
Room Features
Room #138
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
East Entry
South Entry
Empty
Room #139
West Entry #1
West Entry #2
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
East Entry
South Entry
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
East Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
South Entry
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
South Entry #1
South Entry #2
Monster
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
Room #144
North Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
West Entry
East Entry
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
South Entry
Room Features
Monster
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
East Entry #2
South Entry
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
Room #148
West Entry #1
West Entry #2
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
East Entry
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
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
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
Room #155
North Entry #1
North Entry #2
West Entry
Room Features
Monster
Room #156
West Entry
East Entry
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
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
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
West Entry
East Entry
Archway
Monster
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
East Entry #1
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
East Entry #2
Room Features
Room #162
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
West Entry #1
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
West Entry #2
South Entry
Empty
Room #163
West Entry
East Entry
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
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
South Entry #1
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
Room #167
North Entry
East Entry
South Entry
Room Features
Monster
Room #168
West Entry
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.
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
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
Room Features
Monster
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
East Entry #1
Archway
East Entry #2
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
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
North Entry #2
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
West Entry #2
East Entry
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
East Entry #2
Archway
Empty
Room #183
North Entry #1
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
Room #185
Room #186
West Entry
East Entry
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
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
South Entry
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
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
South Entry #2
Empty
Room #190
North Entry
West Entry
South Entry
Room Features
Room #191
A well lies in the south side of the room, Floating motes of light fill the north side
of the room
West Entry #1
West Entry #2
East Entry #1
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
South Entry #2
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
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
West Entry #2
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
West Entry
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
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
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
East Entry
Empty
Room #204
West Entry #1
West Entry #2
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
East Entry
South Entry
Monster
Room #205
South Entry #1
South Entry #2
Empty
Room #206
North Entry
West Entry
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
East Entry #2
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
West Entry #2
West Entry #3
Archway
East Entry #1
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
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
East Entry #1
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
North Entry #2
South Entry
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
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
Room #214
North Entry
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
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
Room #218
West Entry
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
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
Room #221
North Entry
East Entry #1
East Entry #2
Empty
Room #222
North Entry
Archway
West Entry
East Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Monster
Room #223
North Entry
East Entry
Room Features
Room #224
North Entry
Room Features
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
Empty
Room #227
Room #228
South Entry #1
South Entry #2
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
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
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
East Entry
South Entry
Room Features
Monster
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
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
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
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
East Entry #1
East Entry #2
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.
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
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
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
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
East Entry
South Entry
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
West Entry #2
South Entry
Room Features
Room #243
East Entry
Room Features
Trap
Room #244
Room #244
North Entry
West Entry
Room Features
Monster
Room #245
East Entry
Room Features
Room #246
West Entry
East Entry
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
South Entry
Room Features
Room #249
Archway
North Entry
Archway
Various torture devices are scattered throughout the room, An acrid odor fills the
room
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
South Entry
Room Features
Monster
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.
Room #251
North Entry
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
West Entry
South Entry
Room Features
Room #253
South Entry
Empty
Room #254
West Entry
South Entry
Room Features
Room #255
West Entry
Archway
East Entry
South Entry
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
Room #256
East Entry
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
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
East Entry #2
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
East Entry #1
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
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
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
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
South Entry
Empty
Room #267
West Entry
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
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
Empty
Room #270
West Entry #1
West Entry #2
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
Empty
Room #272
North Entry #1
North Entry #2
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South Entry #1
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
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
South Entry
Room Features
Monster
Room #275
North Entry #1
North Entry #2
West Entry
East Entry
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
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
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
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
Room #281
North Entry #1
North Entry #2
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.