Documente Academic
Documente Profesional
Documente Cultură
Level 11
General
Wandering
Monsters
Room #1
Dungeon Walls
Dungeon Floor
Temperature
Cool
Illumination
North Entry
East Entry
Archway
South Entry #1
South Entry #2
South Entry #3
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; 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.
Room Features
A narrow ledge runs along the north and west walls, A stone dais and throne sits in
the south side of the room
Monster
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 #2
North Entry
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
South Entry
Room Features
Room #3
North Entry
East Entry
South Entry #1
A fountain of water sits against the east wall, A pile of empty flasks lies in the
south-east corner of the room
save resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.
South Entry #2
Room Features
The room has a high domed ceiling, A fountain of water sits against the north wall
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 #4
North Entry
West Entry #1
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
(slides down, +1 to break DC)
West Entry #2
Archway
East Entry
South Entry
Room Features
Monster
A tapestry of a legendary battle hangs from the south wall, The ceiling is covered
with bloodstains
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 #5
North Entry
Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5, 20 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.
West Entry
East Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to
break DC)
South Entry
Monster
+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: 310 pp; Black Pearl (600 gp), Carnelian (70 gp), Carnelian (80 gp),
Chrysoprase (60 gp), Deep Blue Spinel (500 gp), Freshwater Pearl (12 gp),
Malachite (8 gp), Star Rose Quartz (50 gp), White Pearl (80 gp); Divine Scroll
(Glyph of Warding (575 gp), Remove Curse (375 gp), Cure Critical Wounds (700
gp), Animal Growth (1125 gp)) (total 2775 gp); hoard total 7335 gp
Room #6
North Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)
West Entry
Archway
East Entry
Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
South Entry #1
Archway
South Entry #2
Room Features
A stone dais lies in the center of the room, A large kiln and coal bin sit in the
north-west corner of the room
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 #7
North Entry #1
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
North Entry #2
South Entry
Empty
Room #8
East Entry #1
East Entry #2
East Entry #3
Room Features
Room #9
North Entry
A crater has been blasted into the floor in the north-west corner of the room,
Spirals of green stones cover the floor
West Entry
East Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry
Room Features
Room #10
Room Features
The sound of dripping water can be faintly heard near the north wall, Several barrel
staves are scattered throughout the room
North Entry
Secret (Search DC 25) Trapped and Stuck Simple Wooden Door (break DC 13; hard
5, 10 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
Empty
Room #11
North Entry
East Entry
Room Features
Room #12
North Entry
Archway
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Several square holes are cut into the west wall, The walls are covered with sword
cuts
West Entry #1
West Entry #2
East Entry
Room Features
Monster
Room #13
North Entry #1
North Entry #2
North Entry #3
West Entry
Room #14
South Entry
Room Features
The south and east walls have been engraved with geometric patterns, Various
torture devices are scattered throughout the room
East Entry
Empty
Room #15
Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Room #15
West Entry #1
West Entry #2
Empty
Room #16
North Entry
East Entry #1
East Entry #2
Archway
East Entry #3
South Entry
Monster
Room #17
Room #18
West Entry #1
West Entry #2
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
15 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.
South Entry #1
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
South Entry #2
Room Features
Spirals of black stones cover the floor, The ceiling is covered with cobwebs
North Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk
+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 24; Disable Device DC 20.
South Entry #1
South Entry #2
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
Empty
Room #19
North Entry
East Entry
Monster
Archway
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 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.
15 x Vampire Spawn
Monster
15 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: 1900 gp; Alexandrite (500 gp), Azurite (5 gp), Banded Agate (13 gp),
Black Pearl (200 gp), Brown-green Garnet (90 gp), Eye Agate (11 gp), Golden
Yellow Topaz (500 gp); Ring of Evasion (25000 gp) (Inscription provides clue to
function); hoard total 28219 gp
Room #20
West Entry
Archway
East Entry
South Entry
Room Features
Monster
Trap
Room #21
North Entry
East Entry
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.
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Empty
Room #22
North Entry
West Entry
South Entry
Room Features
Monster
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 #23
North Entry
East Entry
Room Features
Monster
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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.
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
A simple fireplace sits against the east wall, Ghostly wailing can be heard in the
south 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 #24
North Entry
East Entry
Monster
Trap
Room #25
South Entry #1
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
South Entry #2
Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
Empty
Room #26
East Entry #1
East Entry #1
East Entry #2
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry
Secret (Search DC 30) Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,
60 hp) (slides up, +2 to break DC)
Empty
Room #27
West Entry
Room Features
Monster
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A ladder ascends to a balcony hanging from the south wall, Several iron spikes 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
Trap
Room #28
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.
West Entry #1
West Entry #2
South Entry
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
Empty
Room #29
South Entry
Room Features
Monster
Room #30
South Entry
Archway
Room #30
South Entry
Room Features
Room #31
South Entry
Archway
A sloped pit lined with iron spikes lies in the north-east corner of the room, A
suphurous odor fills the room
Empty
Room #32
West Entry #1
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC
20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4
spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.
West Entry #2
East Entry #1
East Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;
DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in
each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target
for 1d4+2 each); Search DC 18; Disable Device DC 25.
East Entry #3
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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 #33
West Entry #1
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break
DC)
West Entry #2
East Entry
Room Features
Trap
Hidden Treasure
Room #34
North Entry #1
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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.
North Entry #2
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
North Entry #3
West Entry
Archway
East Entry #1
East Entry #2
East Entry #3
South Entry
Archway
Empty
Room #35
West Entry #1
West Entry #2
West Entry #3
Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);
automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflex
save half damage); Search DC 30; Disable Device DC 30.
Room Features
Monster
An altar of evil sits in the north-west corner of the room, A putrid odor 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)
Trap
Hidden Treasure
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20, break DC
15; hard 5, 10 hp)
1600 gp; Bolt of Bronze Cloth (1000 gp), Ceramic Rod (80 gp), Fine Leather
bound Book (blank) (800 gp), Fine Steel Statue (of a Female Gnome) (2000 gp),
Large Tapestry threaded with Silver (4000 gp); Periapt of Wisdom (+2) (4000 gp),
Wand of Hold Person (36 of 50 charges) (3240 gp); hoard total 16720 gp
Room #36
West Entry
South Entry
Monster
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 1500 gp; hoard total 1500 gp
Hidden Treasure
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28; hard
10, 60 hp)
240 pp; Full Plate (Small) (+3 armor, Silent Moves) (14400 gp); hoard total 16800
gp
Room #37
North Entry
East Entry
Room Features
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
A balcony hangs from the east wall, A mural of a legendary battle covers the
ceiling
Trap
Hidden Treasure
Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 30, break DC
25; hard 5, 20 hp)
1500 gp; Aquamarine (700 gp), Blue Quartz (10 gp), Moonstone (40 gp), White
Opal (600 gp), Zircon (30 gp); Arcane Scroll (Message (12 gp 5 sp), Protection
from Chaos/Evil/Good/Law (25 gp)) (total 37 gp 5 sp), Necklace of Fireballs (I)
(1650 gp) (Inscription provides clue to function), Ring of Jumping (2500 gp)
(Design provides clue to function); hoard total 7067 gp 5 sp
Room #38
North Entry
East Entry #1
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
East Entry #2
Empty
Room #39
West Entry #1
West Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
East Entry #1
East Entry #2
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster
10 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 #40
North Entry
East Entry
South Entry
Monster
10 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: 2100 gp; Bolt of Rare Cloth (200 gp), Bronze Statuette (of a Shark)
(1400 gp), Carved Wooden Vase (30 gp), Electrum Pendant (300 gp), Fine Steel
Stele set with Violet Garnet (4000 gp), Pewter Skull (70 gp); Divine Scroll (Bless
Water (50 gp), Fog Cloud (150 gp), Summon Swarm (150 gp)) (total 350 gp),
Divine Scroll (Lesser Restoration (150 gp), Summon Nature's Ally II (150 gp),
Cure Serious Wounds (375 gp)) (total 675 gp), Potion of Bear's Endurance (300
gp), Potion of Darkvision (300 gp); hoard total 9725 gp
Room #41
West Entry
East Entry
Archway
South Entry #1
South Entry #2
South Entry #3
Archway
Empty
Room #42
South Entry
Room Features
Monster
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
A narrow shaft falls into the room from above, Several rotten apples 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 #43
North Entry #1
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
(slides up, +2 to break DC)
North Entry #2
East Entry
South Entry
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
Empty
Room #44
North Entry
Room #44
North Entry
West Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to
break DC)
East Entry
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features
Monster
A stone dais lies in the center of the room, Skeletons hang from chains and
manacles against the east and west walls
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: 160 pp; Blue Quartz (9 gp), Hematite (8 gp), Silver Pearl (80 gp),
Turquoise (13 gp), White Pearl (150 gp); Potion of Protection from Law (50 gp),
Ring of Swimming (2500 gp) (Inscription provides clue to function); hoard total
4410 gp
Room #45
West Entry
Trapped and Locked Iron Door (Open Lock DC 20, 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.
East Entry
Room Features
Monster
Numerous pillars line the north and south walls, Several pieces of broken glass are
scattered throughout the room
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 #46
West Entry
East Entry
Room Features
Monster
A stair ascends to a balcony hanging from the south wall, A stone sarcophagus sits
in the south-west corner 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
Room #47
North Entry #1
North Entry #2
East Entry #1
East Entry #2
Room Features
Monster
A sour odor fills the center of the room, A sundered shield lies in the south-west
corner of the room
5 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: 900 gp; hoard total 900 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 #48
South Entry
Empty
Room #49
North Entry #1
Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 40, break DC
15; hard 5, 10 hp) (slides up, +2 to break DC)
North Entry #2
East Entry #1
Archway
East Entry #2
South Entry
Room Features
Monster
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) (slides down,
+1 to break DC)
A circle of tall stones stands in the center of the room, A fountain of water sits
against the north wall
6 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 #50
North Entry
Empty
Room #51
North Entry
South Entry #1
South Entry #2
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Empty
Room #52
East Entry
Empty
Room #53
North Entry #1
North Entry #2
West Entry
South Entry
Room #54
Room Features
A corpse lies in front of an open chest in the west side of the room, A pile of
corroded iron spikes lies in the west side of the room
North Entry #1
North Entry #2
North Entry #3
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry
Room #55
Trapped and Stuck Iron Door (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.
Room Features
Unintelligible whispering fills the room, A pile of iron spikes lies in the northeast corner of the room
North Entry #1
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
North Entry #2
West Entry
East Entry
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
Room #56
North Entry #1
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
North Entry #2
Archway
East Entry
Monster
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
10 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
Trap
Reverse Gravity Trap: CR 8; magic device; proximity trigger (alarm, 10 ft. area);
automatic reset; spell effect (Reverse Gravity, 13th level wizard, 6d6 fall [upon
hitting the ceiling of the 60 ft. high room], then 6d6 fall [upon falling 60 ft. to the
floor when the spell ends], DC 20 Reflex save avoids damage); Search DC 32;
Disable Device DC 32.
Hidden Treasure
Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 20, break DC
15; hard 5, 10 hp)
1500 gp; Fox Fur Coinpurse set with Jasper (1100 gp), Marble Ring set with
Turquoise (100 gp), Ornate Silver Mirror (300 gp), Pewter Bracelet (130 gp), Small
Carpet threaded with Gold (1000 gp), Small Silver Mirror (90 gp); Greatsword
(Small) (+1 weapon) (Sheds light) (2350 gp); hoard total 6570 gp
Room #57
North Entry #1
North Entry #2
West Entry #1
Archway
West Entry #2
West Entry #3
South Entry #1
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (3
rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6
Con); Search DC 21; Disable Device DC 21.
South Entry #2
Archway
Room Features
A narrow shaft falls into the room from above, The ceiling is covered with
bloodstains
Monster
Room #58
North Entry
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
North Entry
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
East Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;
spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC
31; Disable Device DC 31.
South Entry
Room Features
Room #59
North Entry
West Entry
South Entry
Room Features
Room #60
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
A hole has been blasted into the north wall, Spirals of gray stones cover the floor
Archway
Unlocked Strong Wooden Door (hard 5, 20 hp)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
A chute descends from the room into a midden chamber below, The south and east
walls have been engraved with a row of arcane runes
West Entry
East Entry
Archway
South Entry
Room Features
Monster
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
A wooden ladder rests against the south wall, A blood-soaked blanket lies in the
center 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 #61
West Entry #1
Archway
West Entry #2
Archway
West Entry #3
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
South Entry
Monster
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2
rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1
Cha drain); Search DC 20; Disable Device DC 16.
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
+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; Ermine Vest wreathed in Continual Flame (4000 gp), Leather
Talisman (10 gp); hoard total 5010 gp
Room #62
North Entry
West Entry
South Entry
Empty
Room #63
North Entry
Archway
West Entry #1
West Entry #2
South Entry
Empty
Room #64
South Entry
Room Features
Room #65
Room #66
North Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
East Entry
Room Features
Several square holes are cut into the east and west walls, A tapestry of geometric
patterns hangs from the north wall
North Entry #1
Archway
North Entry #2
Archway
West Entry
Archway
Room Features
Monster
A stone dais lies in the north-east corner of the room, A broken door lies in the
south-west corner of 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,
+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
Trap
Hidden Treasure
Room #67
North Entry
East Entry
Room #68
Room Features
The walls have been engraved with evil symbols, A fountain of water sits against
the south wall
North Entry #1
North Entry #2
East Entry #1
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides up, +2 to break DC)
East Entry #2
Room Features
Monster
A stone sarcophagus sits in the center of the room, A pile of broken arrows lies in
the center of the room
16 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: 4000 gp; Aquamarine (500 gp), Emerald (900 gp), Jade (120 gp), Jet (90
gp), Lapis Lazuli (10 gp), Malachite (7 gp), Moonstone (30 gp), Rock Crystal (30
gp), Sardonyx (50 gp), Violet Garnet (500 gp); hoard total 6237 gp
Room #69
North Entry
East Entry
Room Features
Monster
A hole has been blasted into the east wall, A tile mosaic of arcane patterns covers
the floor
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 #70
North Entry
West Entry
South Entry
Room #71
Reverse Gravity Trap: CR 8; magic device; proximity trigger (alarm, 10 ft. area);
automatic reset; spell effect (Reverse Gravity, 13th level wizard, 6d6 fall [upon
hitting the ceiling of the 60 ft. high room], then 6d6 fall [upon falling 60 ft. to the
floor when the spell ends], DC 20 Reflex save avoids damage); Search DC 32;
Disable Device DC 32.
Room Features
A tile mosaic of ancient mythology covers the floor, An unidentifiable odor fills
the room
North Entry #1
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced,
+10 to break DC)
North Entry #2
North Entry #3
East Entry
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Empty
Room #72
West Entry
East Entry
Trapped and Locked Iron Door (Open Lock DC 20, 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.
South Entry #1
South Entry #2
Empty
Room #73
East Entry #1
East Entry #2
Room Features
Hidden Treasure
Several square holes are cut into the north wall, A tile labyrinth covers the floor
Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 25, break DC
25; hard 5, 20 hp)
200 pp; Azurite (9 gp), Azurite (13 gp), Deep Blue Spinel (600 gp), Golden Yellow
Topaz (400 gp), Moonstone (60 gp), Red Spinel (100 gp), Rich Purple Corundum
(800 gp), Silver Pearl (100 gp); Iron Bands of Binding (26000 gp) (Design
provides clue to function); hoard total 30082 gp
Room #74
Room #75
North Entry #1
North Entry #2
North Entry #3
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Room Features
Several monstrous corpses are scattered throughout the room, A pile of rotten
leather lies in the north side of the room
North Entry
South Entry #1
South Entry #2
Empty
Room #76
North Entry #1
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
North Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
East Entry
Empty
Room #77
North Entry
West Entry #1
West Entry #2
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
(slides up, +2 to break DC)
South Entry
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Trap
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.
Hidden Treasure
Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 25, break DC
15; hard 5, 10 hp)
24000 sp; Iron Belt (30 gp), Polished Stone Ring (90 gp), Small Carpet (800 gp),
Zircon Dice (pair) set with Moonstone (900 gp); Divine Scroll (Bear's Endurance
(150 gp), Lesser Restoration (150 gp)) (total 300 gp); hoard total 4520 gp
Room #78
North Entry
South Entry
Archway
Room Features
Hidden Treasure
A crater has been blasted into the floor in the south side of the room, The north and
east walls have been engraved with geometric patterns
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28; hard
Hidden Treasure
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28; hard
10, 60 hp)
1600 gp; Bloodstone (80 gp), Brown-green Garnet (120 gp), Coral (120 gp);
Arcane Scroll (Endure Elements (25 gp), Summon Swarm (150 gp), Web (150 gp))
(total 325 gp); hoard total 2245 gp
Room #79
Room #80
North Entry
West Entry
Secret (Search DC 20) 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.
South Entry
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.
Room Features
Part of the ceiling has collapsed into the room, A pile of spoiled meat lies in the
south-east corner of the room
North Entry #1
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
North Entry #2
West Entry #1
West Entry #2
East Entry #1
Archway
East Entry #2
Archway
South Entry
Room #81
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
Room Features
A crater has been blasted into the floor in the south-east corner of the room, The
south and east walls are covered with claw marks
North Entry #1
North Entry #2
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
East Entry
South Entry
Room Features
Monster
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to
break DC)
Stuck Stone Door (break DC 28; hard 8, 60 hp)
A large kiln and coal bin sit in the east side of the room, A creaking sound fills the
room
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 #82
North Entry
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
East Entry
Empty
Room #83
North Entry
West Entry #1
West Entry #2
East Entry
Room Features
Monster
Room #84
North Entry
East Entry
South Entry
Empty
Room #85
North Entry
West Entry
Room Features
Room #86
North Entry
West Entry
Room Features
Monster
Hidden Treasure
Room #87
North Entry
South Entry #1
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #2
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 #88
Room #89
West Entry
East Entry #1
Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30, break DC
15; hard 5, 10 hp)
East Entry #2
Trapped and Stuck Iron Door (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.
Room Features
A shallow pool of blood lies in the south-east corner of the room, Several wax
blobs are scattered throughout the room
North Entry #1
North Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
West Entry #1
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to
break DC)
West Entry #2
East Entry #1
East Entry #2
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
Monster
Spirals of gray stones cover the floor, The floor is covered with slime
10 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 #90
North Entry
Room Features
Room #91
Several headless statues are scattered throughout the room, A pile of rotten leather
lies in the north-west corner of the room
North Entry
East Entry #1
East Entry #2
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Room Features
Room #92
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry
Several square holes are cut into the ceiling and floor, An unidentifiable odor fills
the room
East Entry #1
Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 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 #2
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Empty
Room #93
South Entry
Monster
Room #94
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
The scent of urine fills the west side of the room, A pile of barrel staves lies in the
center of the room
7 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 #95
West Entry
Room Features
Room #96
North Entry
East Entry
South Entry
Room Features
Monster
Room #97
East Entry
South Entry
Room Features
Monster
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);
automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflex
save half damage); Search DC 30; Disable Device DC 30.
Secret (Search DC 25) Trapped and Locked Stone Door (Open Lock DC 20, break
DC 28; hard 8, 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.
Sporadic knocking can be faintly heard near the west wall, A ruined gauntlet lies in
the north 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
+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 #98
North Entry
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 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.
West Entry
Secret (Search DC 30) Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,
60 hp)
Room Features
Room #99
East Entry
South Entry
Room Features
Monster
A faded and torn tapestry hangs from the east wall, Several bent copper coins are
scattered throughout the room
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Archway
A large demonic idol sits in the south-east corner of the room, The sound of horns
can be heard in the west side of the room
9 x Gray Render Zombie
Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full
Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10
ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,
undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis
10, Cha 1
Skills and Feats: -; Toughness
Room #100
West Entry
South Entry
Monster
Trapped and Locked Stone Door (Open Lock DC 40, 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.
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;
spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC
31; Disable Device DC 31.
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
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to
break DC)
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.
South Entry
Monster
Room #102
North Entry #1
North Entry #2
West Entry
Room #103
South Entry #1
South Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 28; Disable Device DC 28.
Room Features
A mural of geometric patterns covers the ceiling, A foul odor fills the center of the
room
North Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magically reinforced, +10
to break DC)
West Entry
South Entry
Room Features
Room #104
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
20 hp) (slides to one side, +1 to break DC)
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.
North Entry
East Entry
A simple fireplace sits against the west wall, The scent of urine fills the east side of
the room
Archway
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Empty
Room #105
West Entry #1
West Entry #2
Room Features
Monster
Spirals of white stones cover the floor, A forge and anvil sit in the south-east
corner of the room
2 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-
footed 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 #106
West Entry
South Entry
Monster
Trap
Room #107
North Entry
East Entry
Archway
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
South Entry #1
Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp)
South Entry #2
Archway
South Entry #3
Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16
melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save
resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.
Room Features
The south and east walls have been engraved with evil symbols, A blood-soaked
blanket lies in the west side of the room
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 #108
East Entry
Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)
Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);
automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflex
automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflex
save half damage); Search DC 30; Disable Device DC 30.
Room Features
Room #109
North Entry
West Entry
South Entry
Room Features
Monster
A tile labyrinth covers the floor, A pile of broken glass lies in the center of the
room
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Archway
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2
rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1
Cha drain); Search DC 20; Disable Device DC 16.
Numerous pillars line the east and west walls, Several headless statues are scattered
throughout the room
4 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 #110
West Entry #1
West Entry #2
Secret (Search DC 20) Trapped and Stuck Good Wooden Door (break DC 18; hard 5,
15 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
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
20 hp) (slides to one side, +1 to break DC)
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.
South Entry
Room Features
Room #111
Archway
A rotting odor fills the room, Several iron blobs are scattered throughout the room
West Entry
Archway
East Entry
Room Features
Monster
A well lies in the east side of the room, A tile labyrinth covers the floor
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
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #112
South Entry
Archway
Room #112
South Entry
Archway
Empty
Room #113
North Entry
East Entry
Empty
Room #114
North Entry #1
North Entry #2
West Entry
Room #115
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
East Entry #1
East Entry #2
Archway
South Entry #1
South Entry #2
Room Features
The north and west walls are covered with sword cuts, A corroded mace lies in the
south side of the room
North Entry #1
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
North Entry #2
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break
DC)
East Entry
South Entry
Archway
Unlocked Simple Wooden Door (hard 5, 10 hp)
Empty
Room #116
South Entry
Monster
Archway
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 #117
Room #118
North Entry #1
Archway
North Entry #2
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Room Features
A well lies in the west side of the room, A pile of bent copper coins lies in the
north side of the room
North Entry
Room #118
North Entry
West Entry
East Entry
Room Features
Monster
A simple fireplace sits against the west wall, A ruined gauntlet lies in the northeast corner 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 #119
North Entry #1
North Entry #2
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
East Entry #1
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
East Entry #2
Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door (hard 5, 20 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.
Room Features
Room #120
Room #121
Room #122
North Entry
An unidentifiable odor fills the room, Several shattered weapons are scattered
throughout the room
West Entry #1
Archway
West Entry #2
Room Features
A faded and torn tapestry hangs from the south wall, A chirping noise can be heard
in the south-west corner of the room
North Entry #1
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 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.
North Entry #2
Room Features
A mural of ancient mythology covers the ceiling, A torn backpack lies in the east
side of the room
North Entry
West Entry #1
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
West Entry #2
Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 40, break DC
25; hard 5, 20 hp)
East Entry
South Entry
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry
Room Features
Room #123
East Entry
South Entry
Empty
Room #124
West Entry #1
West Entry #2
East Entry
Room Features
Monster
Archway
A circle of tall stones stands in the west side of the room, A putrid odor fills 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
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: 1400 gp; Alexandrite (400 gp), Black Star Sapphire (1100 gp), Blue
Sapphire (1100 gp), Chalcedony (30 gp), Deep Blue Spinel (600 gp); Feather
Token (whip) (500 gp) (Design provides clue to function), Heavy Steel Shield
(Medium) (+2 shield) (4170 gp), Potion of Cure Moderate Wounds (300 gp), Ring
of the Ram (14 of 50 charges) (2408 gp); hoard total 12008 gp
Room #125
West Entry #1
West Entry #2
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
East Entry #1
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
East Entry #2
East Entry #3
South Entry
Room Features
Monster
Room #126
East Entry #1
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2
South Entry
Monster
Archway
14 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: 1500 gp; Blue Star Sapphire (900 gp), Deep Green Spinel (90 gp), Onyx
(50 gp), Rock Crystal (70 gp), Turquoise (11 gp), Zircon (60 gp); Divine Scroll
(Detect Snares and Pits (25 gp), Snare (150 gp)) (total 175 gp), Divine Scroll
(Detect Undead (25 gp), Cat's Grace (150 gp)) (total 175 gp), Efficient Quiver
(1800 gp); hoard total 4831 gp
Room #127
East Entry
South Entry
Room Features
Monster
Room #128
West Entry
South Entry
Room Features
Monster
Archway
Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
A narrow shaft falls into the room from above, An altar of evil sits in the west side
of the room
2 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative
Room #129
East Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
Room Features
Monster
A tile labyrinth covers the floor, A pile of rotten leather lies in the south-west
corner of the room
8 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly 30
ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14;
Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Full Atk
+3 melee (1d4 Wisdom drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Babble, madness, Wisdom drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -,
Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0
(+2 following tracks); Improved Initiative, Lightning Reflexes
Room #130
North Entry
Archway
West Entry
East Entry
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)
South Entry
Monster
Room #131
North Entry
West Entry
East Entry #1
East Entry #2
Room Features
Monster
A hole has been blasted into the east wall, A tapestry of vile acts hangs from the
south wall
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
Trap
Hidden Treasure
Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3
rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6
Con); Search DC 21; Disable Device DC 21.
Hidden (Search DC 30) Unlocked Good Wooden Chest (hard 5, 15 hp)
Hidden Treasure
Room #132
North Entry
West Entry
Monster
Hidden Treasure
Locked Simple Wooden Chest (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Sable Mask set with Jade (1800 gp); Potion of Eagle's Splendor (300 gp); hoard
total 2100 gp
Room #133
North Entry
West Entry #1
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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.
West Entry #2
East Entry
South Entry
Monster
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 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.
Unlocked Simple Wooden Door (hard 5, 10 hp)
10 x Ghast (ghoul) and 8 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: 1500 gp; Arcane Scroll (Magic Weapon (25 gp), Blur (150 gp), Gust of
Wind (150 gp)) (total 325 gp), Potion of Barkskin (+2) (300 gp), Potion of Endure
Elements (50 gp), Potion of Spider Climb (300 gp); hoard total 2475 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 #134
North Entry
West Entry
South Entry
Room #135
Room Features
The north and west walls have been engraved with a row of arcane runes, The north
and west walls are covered with cracks
North Entry #1
North Entry #2
West Entry
South Entry #1
South Entry #2
Trap
Room #136
East Entry
Room Features
Monster
Room #137
North Entry
West Entry
East Entry
Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
South Entry
Room Features
Room #138
West Entry
Room Features
Room #139
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry
South Entry
South Entry
Monster
Room #140
West Entry
Archway
East Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Monster
8 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly 30
ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14;
Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Full Atk
+3 melee (1d4 Wisdom drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Babble, madness, Wisdom drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -,
Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0
(+2 following tracks); Improved Initiative, Lightning Reflexes
Room #141
North Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic
reset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, or
Will save, depending on effect); Search DC 32; Disable Device DC 32.
West Entry
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
East Entry
Room Features
Monster
The north and west walls are covered with mold, A broken chest lies in the northeast corner of the room
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 #142
North Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 28; Disable Device DC 28.
Room #143
Room Features
A tapestry of a legendary battle hangs from the north wall, A large demonic idol
sits in the north-east corner of the room
North Entry #1
Secret (Search DC 25) Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
North Entry #2
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;
spell effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds); Search DC
31; Disable Device DC 31.
South Entry #1
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
South Entry #2
Empty
Room #144
Room #145
West Entry
Archway
South Entry #1
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
South Entry #2
Room Features
A hole has been blasted into the south wall, A large kiln and coal bin sit in the
south side of the room
North Entry #1
North Entry #2
West Entry
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)
East Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Monster
12 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: 160 pp; Brass Pectoral (600 gp), Moss Agate Ring set with Freshwater
Pearl (300 gp), Rare Book (The Grimoire of the Underdark) (500 gp); Periapt of
Health (7400 gp), Potion of Blur (300 gp); hoard total 10700 gp
Room #146
North Entry #1
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
North Entry #2
East Entry
Room Features
Monster
Part of the south wall has collapsed into the room, The north and west walls have
been engraved with evil symbols
4 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 #147
North Entry
West Entry
East Entry
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
(slides up, +2 to break DC)
South Entry #1
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced,
+10 to break DC)
South Entry #2
South Entry #3
Room Features
A narrow shaft falls into the room from above, Torch sconces line the east and west
walls
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 #148
West Entry #1
West Entry #2
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
South Entry
Room #149
Room Features
A putrid odor fills the room, A torn backpack lies in the north-west corner of the
room
South Entry #1
South Entry #2
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to
break DC)
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.
Monster
12 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: 2000 gp; 2 x Alexandrite (300 gp), Banded Agate (11 gp), Black Pearl
(600 gp), Fiery Yellow Corundum (1000 gp), Rose Quartz (30 gp), Sardonyx (40
gp), Silver Pearl (110 gp); Arcane Scroll (Identify (125 gp), Undetectable
Alignment (50 gp), Scorching Ray (150 gp)) (total 325 gp), Longsword (Medium)
(+1 weapon) (2315 gp), Potion of Blur (300 gp), Wand of Magic Missile (1st) (6 of
50 charges) (90 gp); hoard total 7421 gp
Room #150
North Entry #1
North Entry #2
South Entry
Room Features
Monster
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
A stone dais lies in the south side of the room, A tile mosaic of ancient mythology
covers the floor
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 #151
West Entry
Monster
Trap
Room #152
Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15
ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by
10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save
resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.
North Entry
Secret (Search DC 25) Trapped and Unlocked Good Wooden Door (hard 5, 15 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.
West Entry
DC 31.
Empty
Room #153
South Entry
Room Features
Room #154
West Entry
Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp)
A shallow pit lies in the south side of the room, A tile mosaic of a legendary battle
covers the floor
Trapped and Locked Iron Door (Open Lock DC 20, 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.
East Entry #1
East Entry #2
East Entry #3
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 #155
Room #156
Room #157
South Entry
Room Features
A narrow ledge runs along the north and east walls, A faded and torn tapestry
hangs from the west wall
North Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
South Entry
Room Features
A rustling noise fills the room, A broken spear lies in the south-west corner of the
room
North Entry
East Entry
Room Features
Room #158
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Room #158
West Entry
East Entry
Archway
Room Features
Monster
A stone statue stands in the north-west corner of the room, A hissing noise can be
faintly heard near the east wall
10 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly 30
ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14;
Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Full Atk
+3 melee (1d4 Wisdom drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Babble, madness, Wisdom drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -,
Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0
(+2 following tracks); Improved Initiative, Lightning Reflexes
Room #159
North Entry
Monster
Room #160
Trap
Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3
rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6
Con); Search DC 21; Disable Device DC 21.
North Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
West Entry
Empty
Room #161
South Entry #1
South Entry #2
Archway
Monster
Room #162
West Entry
Room Features
Monster
Archway
An iron chandelier hangs from the ceiling in the west side of the room, A pair of
boots lies in the south-west corner of the room
14 x Vampire Spawn
Monster
14 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: 1200 gp; Bag of Holding (II) (5000 gp), Nunchaku (Small) (+1 weapon)
(Sheds light) (2302 gp), Potion of Spider Climb (300 gp); hoard total 8802 gp
Room #163
North Entry
South Entry
Room Features
Monster
A tile mosaic of ancient mythology covers the floor, Mournful weeping fills the
room
2 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative
Room #164
West Entry
Room Features
Monster
Room #165
West Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
East Entry
South Entry
Room Features
Room #166
West Entry #1
Room #166
West Entry #1
West Entry #2
East Entry
Room Features
Monster
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
A simple fireplace sits against the north wall, Several pieces of rotten fruit 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 #167
West Entry
Room Features
Monster
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Torch sconces line the north and south walls, Several broken arrows are scattered
throughout 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 #168
North Entry
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
15 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.
East Entry
South Entry
Room Features
Monster
A chute descends from the room into the next dungeon level down, A large table
and weapon rack sit in the south side of the room
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 #169
West Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 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.
East Entry
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
Room #170
North Entry
West Entry
Room Features
Room #171
North Entry
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
West Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
East Entry
Archway
South Entry
Room Features
Monster
Hidden Treasure
Hidden (Search DC 20) Trapped and Locked Simple Wooden Chest (Open Lock DC
25, break DC 15; hard 5, 10 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.
1200 gp; Copper Breastplate wreathed in Continual Flame (4000 gp), Fine Steel
Dice (pair) set with Rhodochrosite (200 gp), Leather Belt with Silver Buckle (100
gp), Porcelain Urn (700 gp), Sable Boots inlaid with Platinum (1700 gp); hoard
total 7900 gp
Room #172
North Entry
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 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.
West Entry #1
Archway
West Entry #2
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
East Entry
Room Features
Monster
Archway
A well lies in the north-east corner of the room, Spirals of red stones cover the
floor
13 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
Room #173
East Entry
Room Features
Room #174
Room #175
South Entry
Archway
Room Features
Several iron cages are scattered throughout the room, Several monstrous corpses
are scattered throughout the room
North Entry #1
North Entry #2
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
East Entry #1
East Entry #2
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 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.
Empty
Room #176
North Entry #1
North Entry #2
East Entry
South Entry
Room Features
Monster
Trapped and Stuck Strong Wooden Door (break DC 23; 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.
Archway
A tapestry of ghoulish carnage hangs from the east wall, A mouldy odor fills the
east side of the room
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: 1400 gp; Polished Stone Scroll Case (70 gp); hoard total 1470 gp
Room #177
North Entry
South Entry
Archway
Monster
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
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 #178
Room #179
Room #180
West Entry
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 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.
Room Features
A mural of ancient mythology covers the ceiling, An unidentifiable odor fills the
room
West Entry
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp) (slides
to one side, +1 to break DC)
East Entry
Archway
Room Features
A tile mosaic of a legendary battle covers the floor, Several headless statues are
scattered throughout the room
North Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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.
East Entry #1
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
East Entry #2
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South Entry #1
South Entry #2
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Empty
Room #181
East Entry
Monster
Room #182
North Entry
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Room #182
North Entry
East Entry
Room Features
Room #183
North Entry
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
A simple wooden table and several barrels sit in the north-east corner of the room,
The ceiling is covered with cracks
Archway
West Entry
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
East Entry
Room Features
Trap
Room #184
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
A ladder ascends to a wooden platform in the north side of the room, A pile of torn
paper lies in the north-east corner of the room
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.
North Entry #1
North Entry #2
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
South Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk
+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 24; Disable Device DC 20.
Empty
Room #185
North Entry #1
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)
North Entry #2
South Entry #1
Archway
South Entry #2
Archway
South Entry #3
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Room Features
A balcony hangs from the north wall, A scratching sound fills the room
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 #186
East Entry
South Entry
Room Features
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Stuck Stone Door (break DC 28; hard 8, 60 hp)
A circle of tall stones stands in the north-west corner of the room, A creaking
sound can be heard in the south-east corner of the room
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 #187
North Entry
West Entry
East Entry
South Entry
Room Features
Room #188
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
20 hp)
Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2
rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1
Cha drain); Search DC 20; Disable Device DC 16.
North Entry
Monster
Secret (Search DC 20) Trapped and Unlocked Strong Wooden Door (hard 5, 20 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.
A simple fireplace sits against the west wall, A pile of rotten leather lies in the
south-east corner of the room
Room #189
West Entry
East 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 #190
North Entry
West Entry
East Entry
Monster
Archway
12 x Ghast (ghoul) and 9 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1600 gp; Blue Star Sapphire (1100 gp), Golden Yellow Topaz (400 gp),
Rose Quartz (60 gp); hoard total 3160 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 #191
East 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.
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
South Entry #1
Archway
South Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Monster
8 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
Room #192
West Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
East Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
10 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
Room Features
Hidden Treasure
Archway
A shallow pool of oil lies in the south-east corner of the room, Several pieces of
rotting wood are scattered throughout the room
Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 25, break DC
18; hard 5, 15 hp)
180 pp; Ring of Improved Climbing (10000 gp); hoard total 11800 gp
Room #193
North Entry
West Entry
East Entry #2
Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15
melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.
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 #194
West Entry
Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 25, break DC
15; hard 5, 10 hp)
East Entry #1
East Entry #2
South Entry
Monster
Room #195
Room #196
North Entry
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40, break DC 18;
hard 5, 15 hp) (slides to one side, +1 to break DC)
Room Features
A tapestry of arcane patterns hangs from the east wall, A putrid odor fills the room
North Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
East Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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.
South Entry
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10
ft. by 10 ft. area); Search DC 26; Disable Device DC 25.
Empty
Room #197
East Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced,
+10 to break DC)
South Entry #1
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
South Entry #2
Room Features
A simple fireplace sits against the south wall, The ceiling is covered with
bloodstains
Monster
17 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
Hidden Treasure
Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 20, break DC
18; hard 5, 15 hp)
2000 gp; Oil of Invisibility (300 gp); hoard total 2300 gp
Room #198
East Entry
South Entry
Archway
Unlocked Good Wooden Door (hard 5, 15 hp)
Empty
Room #199
South Entry
Room Features
Monster
Room #200
North Entry
West Entry
East Entry #1
Archway
East Entry #2
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Empty
Empty
Room #201
North Entry
Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 to break
DC)
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
East Entry #2
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15
ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10 ft. by
10 ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save
resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22.
South Entry #1
South Entry #2
Monster
5 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly 30
ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14;
Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Full Atk
+3 melee (1d4 Wisdom drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Babble, madness, Wisdom drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -,
Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0
(+2 following tracks); Improved Initiative, Lightning Reflexes
Hidden Treasure
Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 30, break DC
15; hard 5, 10 hp)
200 pp; Chrysoprase (40 gp), Citrine (50 gp); Arcane Scroll (Charm Person (25
gp), Shield (25 gp), Unseen Servant (25 gp)) (total 75 gp), Kama (Medium) (+1
weapon) (2302 gp), Longsword (Small) (+1 weapon) (2315 gp); hoard total 6782
gp
Room #202
West Entry
East Entry #1
East Entry #2
Room Features
Room #203
Archway
West Entry
Room Features
Monster
Part of the ceiling has collapsed into the room, A stone dais and throne sits in the
south-east corner of the room
Archway
The north and east walls have been engraved with glowing runes, Torch sconces
line the north and west walls
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
Trap
attack roll necessary (see note below); Search DC 20; Disable Device DC 25. Note:
Room floods in 4 rounds.
Hidden Treasure
Room #204
East Entry
Monster
Archway
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 #205
West Entry
East Entry
Archway
Room Features
Monster
A mural of ghoulish carnage covers the ceiling, Groaning can be faintly heard near
the south wall
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: 1500 gp; Black Pearl (200 gp), Black Pearl (400 gp), Black Pearl (600
gp), Carnelian (70 gp), Golden Yellow Topaz (600 gp), Jasper (30 gp), Smoky
Quartz (40 gp); hoard total 3440 gp
Room #206
Room #207
North Entry
West Entry
Archway
East Entry
South Entry #1
South Entry #2
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Room Features
Groaning can be heard in the south-east corner of the room, Several iron blobs are
scattered throughout the room
North Entry
West Entry #1
Archway
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
West Entry #2
Room Features
Room #208
West Entry
Archway
Empty
Room #209
North Entry
East Entry
Room Features
Monster
Trapped and Unlocked Stone Door (hard 8, 60 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.
Secret (Search DC 25) Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic
reset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, or
Will save, depending on effect); Search DC 32; Disable Device DC 32.
A stone statue stands in the north side of the room, Several pieces of rotten rope
are scattered throughout the room
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 #210
West Entry
Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to break DC)
East Entry #1
East Entry #2
Monster
Trap
Hidden Treasure
Room #211
North Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Empty
Room #212
West Entry #1
West Entry #2
West Entry #3
East Entry #1
Archway
East Entry #2
Archway
Empty
Room #213
North Entry
East Entry
South Entry
Empty
Room #214
North Entry
East Entry
South Entry
Monster
Room #215
North Entry
South Entry #1
Archway
South Entry #2
Room Features
Monster
Screaming can be faintly heard near the north wall, Several pieces of rotting wood
are scattered throughout the room
4 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Room #216
North Entry
East Entry
Empty
Room #217
East Entry #1
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)
East Entry #2
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Room Features
Hidden Treasure
Numerous pillars line the north wall, An iron chandelier hangs from the ceiling in
the north side of the room
Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)
1400 gp; Leather Boots with Platinum Buckles (100 gp), Painted Glass Sundial
(160 gp), Porcelain Medallion (100 gp), Silk Bracers (1700 gp), Silver Chest (1500
gp); hoard total 4960 gp
Room #218
North Entry
West Entry
East Entry #1
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 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 #2
Monster
Room #219
North Entry
South Entry #1
South Entry #2
Secret (Search DC 25) Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
Room Features
Room #220
A circle of tall stones stands in the north-west corner of the room, An acrid odor
fills the room
North Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
South Entry
Room Features
Monster
A wooden ladder rests against the west wall, A pile of torn paper lies in the southwest corner of the room
6 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 #221
North Entry
South Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Room Features
Room #222
Spirals of black stones cover the floor, An acrid odor fills the room
North Entry
South Entry
Room Features
Monster
A large demonic idol sits in the south-west corner of the room, A pile of bent
copper coins lies in the south side of the room
3 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 #223
North Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South Entry #1
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
South Entry #2
Archway
Empty
Room #224
West Entry
Archway
East Entry
Room Features
Room #225
East Entry
A fountain of water sits against the north wall, Groaning can be faintly heard near
the east wall
Room #225
East Entry
Empty
Room #226
North Entry
West Entry
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);
automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflex
save half damage); Search DC 30; Disable Device DC 30.
East Entry
Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to
lift DC)
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
Monster
Various torture devices are scattered throughout the room, An acrid odor fills the
room
5 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
Hidden Treasure
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25, break DC
15; hard 5, 10 hp)
2000 gp; hoard total 2000 gp
Room #227
North Entry
West Entry
East Entry
Archway
Room Features
Room #228
Archway
North Entry
East Entry
South Entry
Room Features
Monster
A stone dais lies in the north-west corner of the room, A mural of arcane patterns
covers the ceiling
Room #229
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)
Room #230
North Entry
West Entry
East Entry #1
Archway
East Entry #2
South Entry
Monster
Room #231
West Entry #1
West Entry #2
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
West Entry #3
Room Features
Monster
A crater has been blasted into the floor in the center of the room, Skeletons hang
from chains and manacles against the north and south walls
5 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: 130 pp; Efficient Quiver (1800 gp) (Inscription provides clue to
function), Kama (Small) (+1 weapon) (2302 gp), Wand of Cure Light Wounds (24
of 50 charges) (Inscription provides clue to function) (360 gp); hoard total 5762
gp
Room #232
East Entry #1
East Entry #2
Room Features
Room #233
West Entry
Secret (Search DC 30) Trapped and Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 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.
East Entry
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
South Entry
Room Features
Room #234
A simple fireplace sits against the north wall, A jingling sound can be faintly
heard near the east wall
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
A large demonic idol sits in the north-west corner of the room, Several bent copper
coins are scattered throughout the room
West Entry
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
East Entry
South Entry
Trap
Hidden Treasure
Room #235
North Entry #1
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
15 hp)
Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;
DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.
North Entry #2
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
South Entry #1
Archway
South Entry #2
Empty
Room #236
North Entry
West Entry
Monster
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 #237
Room #238
North Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South Entry #1
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)
South Entry #2
Room Features
A stone ramp ascends towards the south wall, The south and east walls have been
engraved with numerous arcane symbols
North Entry
Monster
Room #239
North Entry
West Entry
East Entry #1
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry #2
Archway
East Entry #3
Archway
Monster
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 #240
North Entry
Empty
Room #241
North Entry
West Entry
DC 31.
Room Features
Monster
A stream of blood flows through the room, A pile of barrel staves lies in the northeast corner of 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 #242
North Entry
East Entry
Room Features
Monster
Room #243
North Entry
Archway
East Entry
Archway
South Entry
Room Features
Room #244
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
Several iron cages are scattered throughout the room, A rustling noise can be
faintly heard near the east wall
West Entry
Room Features
A stream of quicksilver flows through the room, A pile of broken glass lies in the
east side of the room
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,
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)
Room #245
North Entry
West Entry
South Entry
Room Features
Monster
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
A crater has been blasted into the floor in the north-west corner of the room, A pile
of rotten bread lies in the south-west 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 #246
North Entry
West Entry #1
West Entry #2
Empty
Room #247
Room #248
South Entry #1
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
South Entry #2
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
(slides up, +2 to break DC)
Room Features
A simple fireplace sits against the south wall, A putrid odor fills the north-west
corner of the room
North Entry #1
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) (slides up, +2
to break DC)
North Entry #2
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 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
South Entry
Monster
Archway
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
11 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 #249
East Entry
Room Features
Monster
Trap
Room #250
North Entry
West Entry
Room Features
Monster
Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;
multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (2
rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1
Cha drain); Search DC 20; Disable Device DC 16.
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
A shallow pool of oil lies in the north-west corner of the room, A pile of rotten
apples lies in the south side of the room
11 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly 30
ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14;
Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Full Atk
+3 melee (1d4 Wisdom drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Babble, madness, Wisdom drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -,
Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0
(+2 following tracks); Improved Initiative, Lightning Reflexes
Room #251
East Entry
Room Features
Room #252
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
A balcony hangs from the west wall, A tile labyrinth covers the floor
North Entry
East Entry
Empty
Room #253
West Entry #1
West Entry #2
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.
East Entry
Monster
Room #254
North Entry
Archway
South Entry
Room Features
Monster
A narrow shaft descends from the room into the next dungeon level down, A
fountain of water sits against the west wall
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 #255
West Entry #1
West Entry #2
East Entry
Room Features
Monster
Room #256
North Entry
Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
South Entry
Archway
Room Features
Room #257
The ceiling is covered with scorch marks, A broken door lies in the south side of
the room
Room #257
North Entry
East Entry
Room Features
Monster
Room #258
West Entry
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
South Entry
Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 25, break DC
25; hard 5, 20 hp)
Room Features
A narrow ledge runs along the north and west walls, A mural of a legendary battle
covers the ceiling
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 #259
North Entry #1
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
North Entry #2
Archway
West Entry
South Entry
Room Features
Room #260
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.
Archway
A toppled statue lies in the north-west corner of the room, A mouldy odor fills the
room
West Entry
Archway
East Entry
Archway
Empty
Room #261
West Entry
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
West Entry
South Entry
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Unlocked Simple Wooden Door (hard 5, 10 hp)
Empty
Room #262
North Entry #1
Archway
North Entry #2
Archway
West Entry #1
Archway
West Entry #2
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry
Archway
South Entry #1
South Entry #2
Archway
Room Features
A tile mosaic of vile acts covers the floor, Several pieces of torn paper are scattered
throughout the room
Monster
7 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 #263
West Entry
East Entry #1
East Entry #2
Room Features
Room #264
Numerous pillars line the north wall, A tile labyrinth covers the floor
North Entry
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC
20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4
spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.
South Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 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.
Room Features
Monster
A faded and torn tapestry hangs from the north wall, A stone statue stands in the
center of the room
9 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: 1200 gp; Fine Leather Ribbon set with Azurite (100 gp), Fox Fur Ribbon
set with Moss Agate (400 gp); hoard total 1700 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 #265
North Entry #1
North Entry #2
East Entry
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 #1
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
South Entry #2
Monster
6 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 #266
West Entry
South Entry
Room #267
Room #268
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Trapped and Unlocked Iron Door (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.
Room Features
A well lies in the east side of the room, Several empty flasks are scattered
throughout the room
North Entry #1
North Entry #2
West Entry
Secret (Search DC 25) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
South Entry
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
Room Features
A circle of tall stones stands in the west side of the room, A pile of empty flasks
lies in the north side of the room
North Entry #1
Archway
North Entry #2
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
North Entry #2
West Entry
Trapped and Stuck Simple Wooden Door (break DC 13; 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.
Secret (Search DC 20) Trapped and Locked Iron Door (Open Lock DC 20, 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.
Empty
Room #269
West Entry
East Entry
Monster
12 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: Rose Quartz (30 gp), Star Rose Quartz (20 gp), Star Rose Quartz (30 gp);
Immovable Rod (5000 gp); hoard total 5080 gp
Room #270
North Entry #1
North Entry #2
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) (slides down,
+1 to break DC)
West Entry
South Entry
Room Features
Room #271
North Entry
East Entry
Room #272
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) (slides to one
side, +1 to break DC)
Several square holes are cut into the east wall, An altar of evil sits in the south side
of the room
Archway
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features
Lit candles are scattered across the floor, Unintelligible whispering can be heard in
the north side of the room
North Entry #1
North Entry #2
East Entry
Room Features
Monster
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 #273
North Entry #1
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
North Entry #2
West Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
East Entry
Trapped and Stuck Simple Wooden Door (break DC 13; 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.
South Entry
Empty
Room #274
West Entry
South Entry
Room Features
Room #275
North Entry
West Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 28; Disable Device DC 28.
A wooden platform hangs over a deep pit in the south-east corner of the room, A
circle of tall stones stands in the west side of the room
East Entry #1
East Entry #2
South Entry
Room Features
Room #276
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5,
20 hp)
Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 28; Disable Device DC 28.
A tile labyrinth covers the floor, A charred book lies in the north side of the room
West Entry
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC)
East Entry
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.
Room Features
Monster
A circle of tall stones stands in the north side of the room, A wooden ladder rests
against the west wall
3 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
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 #277
North Entry
West Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
(slides down, +1 to break DC)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #1
East Entry #2
Archway
Monster
13 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 #278
East Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry #1
South Entry #2
Room Features
A tapestry of vile acts hangs from the east wall, A grinding noise can be heard in
the north-west corner of the room
Monster
14 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: 270 pp; Black Pearl (300 gp), Chrysoberyl (130 gp), Fiery Yellow
Corundum (800 gp), Lapis Lazuli (6 gp), Rose Quartz (40 gp); Wand of Delay
Poison (48 of 50 charges) (4320 gp); hoard total 8296 gp
Room #279
West Entry
Archway
East Entry
South Entry
Empty
Room #280
West Entry
South Entry #1
South Entry #2
Room Features
A narrow ledge runs along the south and east walls, A tapestry of geometric
patterns hangs from the east wall
Monster
8 x Bugbear Zombie
Bugbear zombie: CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30 ft. (6
squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch 10, flatfooted 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar) or +6 melee
(1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee (1d8+3,
morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage reduction 5/slashing,
darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +2, Will +5; Str 17, Dex 10,
Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #281
North Entry
East Entry
Archway
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
South Entry #1
South Entry #2
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 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 stair ascends to a balcony hanging from the south wall, Several iron spikes are
scattered throughout the room
Monster
Room #282
North Entry
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
South Entry
Empty
Room #283
North Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14
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
Room Features
Monster
Archway
A tapestry of ancient mythology hangs from the south wall, Lit candles are
scattered across the floor
2 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack