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Death is but a Dream 7

Level 11

General

Wandering
Monsters

Room #1

Dungeon Walls

Masonry (Climb DC 20)

Dungeon Floor

Uneven Flagstone (Balance DC 10 to charge or run)

Temperature

Cool

Illumination

Shadowy (witchlight every 20 ft.)

5 x Ghast (ghoul) and 10 x Ghoul, scavenging for food and treasure

4 x Advanced Megaraptor Skeleton, wielding bizarre eldritch powers

7 x Advanced Megaraptor Skeleton, tracking the party

8 x Advanced Megaraptor Skeleton, bloodied and fleeing a more powerful enemy

8 x Ghast (ghoul) and 15 x Ghoul, scavenging for food and treasure

5 x Spectre, searching for an object stolen from their lair

North Entry

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

East Entry

Archway

South Entry #1

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

South Entry #2

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

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

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)


Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
(slides down, +1 to break DC)
Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16
melee (1d8+4 plus poison, spike); multiple targets (closest target in each of two
adjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude
save resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.

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

Trapped and Unlocked Simple Wooden Door (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.

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

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

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

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

South Entry

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

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

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

East Entry

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

South Entry
Monster

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


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: 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

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry

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

Empty

Room #8

East Entry #1

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

East Entry #2

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

East Entry #3

Trapped and Unlocked Iron Door (hard 10, 60 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.

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

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

West Entry

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

East Entry

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

South Entry
Room Features

Unlocked Simple Wooden Door (hard 5, 10 hp)


The sound of dripping water can be faintly heard near the north wall, Several barrel

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

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

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

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

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry
Room Features
Monster

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


A faded and torn tapestry hangs from the east wall, The scent of ozone fills 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 #13

North Entry #1

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

North Entry #2

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

North Entry #3

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

West Entry

Room #14

South Entry

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


Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex save
avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

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

Unlocked Good Wooden Door (hard 5, 15 hp)

Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)

Room #15

West Entry #1

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

West Entry #2

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

Empty

Room #16

North Entry

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

East Entry #1

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


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

East Entry #2

Archway

East Entry #3

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

South Entry
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


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

Room #17

Room #18

West Entry #1

Trapped and Unlocked Strong Wooden Door (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.

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

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

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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


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

South Entry
Room Features
Monster

Unlocked Good Wooden Door (hard 5, 15 hp)


Several square holes are cut into the north and south walls, A large demonic idol
sits in the center of the room
14 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
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 #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

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


Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Unlocked Strong Wooden Door (hard 5, 20 hp)
A wooden platform hangs over a deep pit in the north-west corner of the room, A
pile of spoiled meat lies in the north side of 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

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

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


Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
17 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: Coral (130 gp), Deep Blue Spinel (400 gp), Lapis Lazuli (11 gp), White
Pearl (80 gp), Zircon (80 gp); Arcane Scroll (Grease (25 gp)) (total 25 gp), Arcane
Scroll (Protection from Chaos/Evil/Good/Law (25 gp), Hold Person (375 gp))
(total 400 gp), Horseshoes of Speed (3000 gp), Potion of Magic Fang (50 gp);
hoard total 4176 gp

Trap

Room #25

Compacting Room: CR 6; mechanical; timed trigger; automatic reset; hidden


switch bypass (Search DC 25); walls move together (12d6, crush); multiple targets
(all targets in a 10 ft. by 10 ft. room); never miss; onset delay (4 rounds); Search
DC 20; Disable Device DC 22.

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

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

East Entry #1

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

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

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


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

West Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry

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

Empty

Room #29

South Entry
Room Features
Monster

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


Part of the south wall has collapsed into the room, A spinning wheel and several
barrels sit in the south side of the room
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: 1000 gp; Black Pearl (700 gp), Blue Quartz (10 gp), Iolite (60 gp),
Moonstone (60 gp), Obsidian (10 gp), Smoky Quartz (50 gp); hoard total 1890 gp

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

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

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

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


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

East Entry #1

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

East Entry #2

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry
Room Features
Trap

Hidden Treasure

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


A stone ramp ascends towards the south wall, Several pieces of rotten rope are
scattered throughout the room
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.
Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 20, break DC
25; hard 5, 20 hp)
330 pp; Arcane Scroll (See Invisibility (150 gp)) (total 150 gp), Divine Scroll
(Calm Emotions (150 gp), Hold Person (150 gp), Zone of Truth (150 gp)) (total
450 gp), Potion of Hide from Animals (50 gp); hoard total 3950 gp

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

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


Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

West Entry

Archway

East Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2

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

East Entry #3

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry

Archway

Empty

Room #35

West Entry #1

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

West Entry #2

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

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

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.

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

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


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

+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

Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic


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

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

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

East Entry #1

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

East Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #39

West Entry #1

Trapped and Stuck Stone Door (break DC 28; hard 8, 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.

West Entry #2

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

East Entry #1

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

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

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


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

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

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

East Entry

Archway

South Entry #1

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

South Entry #2

Trapped and Unlocked Strong Wooden Door (hard 5, 20 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 #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

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

East Entry

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

South Entry

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

Empty

Room #44

North Entry

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

Room #44

North Entry

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

West Entry

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

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

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

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

East Entry

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

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

Initiative, Weapon Focus (claw)

Room #47

North Entry #1

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

North Entry #2

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

East Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2

Unlocked Stone Door (hard 8, 60 hp)

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

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

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #1

Archway

East Entry #2

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #51

North Entry

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

South Entry #1

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

South Entry #2

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

Empty

Room #52

East Entry

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

Empty

Room #53

North Entry #1

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

North Entry #2

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


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

West Entry
South Entry

Room #54

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

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

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

North Entry #2

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


Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

North Entry #3

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

West Entry

Room #55

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

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

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

West Entry

Trapped and Unlocked Stone Door (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.

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

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

North Entry #2

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.

West Entry #1

Archway

West Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #3

Trapped and Unlocked Simple Wooden Door (hard 5, 10 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.

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

6 x Advanced Megaraptor Skeleton


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

Room #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

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Unlocked Simple Wooden Door (hard 5, 10 hp)


Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden
lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.

Empty

Room #63

North Entry

Archway

West Entry #1

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

West Entry #2

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


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

South Entry

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

Empty

Room #64

South Entry

Room Features

Room #65

Room #66

North Entry

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


Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15
melee (6d6); multiple targets (can strike all characters in two adjacent specified
squares); Search DC 20; Disable Device DC 25.
A tile labyrinth covers the floor, Several pieces of rotten rope are scattered
throughout the room

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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.
Hidden (Search DC 20) Unlocked Simple Wooden Chest (hard 5, 10 hp)
140 pp; Aquamarine (400 gp), Aquamarine (700 gp), Black Star Sapphire (1100
gp), Blue Sapphire (1200 gp), Chalcedony (50 gp), Chalcedony (70 gp),
Chrysoberyl (90 gp), Hematite (11 gp), Obsidian (11 gp), Peridot (60 gp); Arcane
Scroll (Lesser Confusion (50 gp)) (total 50 gp), Potion of Shield of Faith (+2) (50
gp), Ring of Protection (+1) (2000 gp), Ring of the Ram (28 of 50 charges) (4816
gp); hoard total 12008 gp

Room #67

North Entry
East Entry

Room #68

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


Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden
lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.

Room Features

The walls have been engraved with evil symbols, A fountain of water sits against
the south wall

North Entry #1

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

North Entry #2

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

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

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

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

Unlocked Good Wooden Door (hard 5, 15 hp)


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

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.

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


Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

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

North Entry #3

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

East Entry

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

Empty

Room #72

West Entry

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

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

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

South Entry #2

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

Empty

Room #73

East Entry #1

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

East Entry #2

Unlocked Stone Door (hard 8, 60 hp)

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

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

North Entry #2

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

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

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


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

South Entry #1

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

South Entry #2

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


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

Empty

Room #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

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

Empty

Room #77

North Entry

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

West Entry #1

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

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

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

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

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

West Entry #1

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

West Entry #2

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


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

East Entry #1

Archway

East Entry #2

Archway

South Entry

Room #81

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Trapped and Unlocked Stone Door (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.

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

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


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

Empty

Room #83

North Entry

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

West Entry #1

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

West Entry #2

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

East Entry
Room Features
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


A tapestry of vile acts hangs from the south wall, A pile of rotting wood lies in the
west side of the room
7 x Cloud Giant Skeleton
Cloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd 50 ft.
(10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed 11; Base Atk
+8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee
(1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13 melee (4d6+18,
gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12,
rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage reduction 5/bludgeoning,
darkvision 60 ft., immunity to cold, oversize weapon, undead traits; AL NE; SV
Fort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #84

North Entry
East Entry
South Entry

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


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

Empty

Room #85

North Entry
West Entry
Room Features

Room #86

North Entry
West Entry
Room Features
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


Archway
A tile mosaic of a legendary battle covers the floor, A broken chest lies in the east
side of the room

Unlocked Strong Wooden Door (hard 5, 20 hp)


Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
A tile labyrinth covers the floor, Torch sconces line the east wall
12 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

21, Dex 10, Con -, Int -, Wis 10, Cha 1


Skills and Feats: -; Toughness
Trap

Hidden Treasure

Water-Filled Room: CR 7; mechanical; location trigger; manual reset; multiple


targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3 rounds);
water; Search DC 20; Disable Device DC 25.
Locked Simple Wooden Chest (Open Lock DC 25, break DC 15; hard 5, 10 hp)
1300 gp; Ceramic Medallion (20 gp), Copper Medallion inlaid with Silver (1300
gp), Ermine Pouch (700 gp), Gold Mask (500 gp), Tooled Leather Pennant wreathed
in Continual Flame (4000 gp); hoard total 7820 gp

Room #87

North Entry

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


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

South Entry #1

Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

South Entry #2

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


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

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

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

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

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

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

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


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

East Entry #1

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

East Entry #2

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


Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect

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

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

East Entry #1

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

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

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

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

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


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

Room #94

West Entry #1

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

West Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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


Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.
Part of the ceiling has collapsed into the room, A putrid odor fills the east side of
the room

Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 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 tile labyrinth covers the floor, Skeletons hang from chains and manacles against
the east wall
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 #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

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


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 #102

North Entry #1

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

North Entry #2

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


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

West Entry

Room #103

South Entry #1

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

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

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

South Entry

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

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

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

West Entry #2

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)


Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16
melee (1d8+4 plus poison, spike); multiple targets (closest target in each of two
adjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude
save resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.
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

Trap

Room #107

North Entry
East Entry

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.

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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


Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC
20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC
18.
Stuck Iron Door (break DC 28; hard 10, 60 hp)

Empty

Room #114

North Entry #1

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

North Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

West Entry

Room #115

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

East Entry #1

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

East Entry #2

Archway

South Entry #1

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

South Entry #2

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

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

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

Room #118

North Entry

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

West Entry

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

East Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

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

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

West Entry #1

Archway

West Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

Room Features

A mural of ancient mythology covers the ceiling, A torn backpack lies in the east
side of the room

North Entry

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

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

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


Several square holes are cut into the ceiling and floor, A clanking sound can be
heard in the south-west corner of the room

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


Unlocked Strong Wooden Door (hard 5, 20 hp)

Empty

Room #124

West Entry #1

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

West Entry #2

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

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

East Entry #3

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

South Entry
Room Features
Monster

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


A hole has been blasted into the north wall, A forge and anvil sit in the west side of
the room
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 #126

East Entry #1

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

East Entry #2

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

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

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


Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
A narrow shaft falls into the room from above, An altar of evil sits in the west side
of 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 #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

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

East Entry

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

South Entry
Monster

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


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

Room #131

North Entry
West Entry

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


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

East Entry #1

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


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

East Entry #2

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

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

Hidden (Search DC 30) Unlocked Good Wooden Chest (hard 5, 15 hp)


Dragonscale Coat (3000 gp), Leather Shoes (50 gp); hoard total 3050 gp

Room #132

North Entry
West Entry
Monster

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


Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
3 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

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

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

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

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


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

East Entry

South Entry
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

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

West Entry

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

South Entry

Room #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

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

North Entry #2

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

West Entry

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

South Entry #1

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

South Entry #2

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

Trap

Room #136

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

East Entry
Room Features
Monster

Lock 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.

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


Spirals of blue stones cover the floor, A torn backpack lies in the west side of the
room
9 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 #137

North Entry
West Entry

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

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

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


A briny odor fills the south side of the room, A dull dagger lies in the south side
of the room

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


The north and west walls are covered with cracks, Several pieces of torn paper are
scattered throughout the room

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

South Entry
Monster

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


7 x Ghast (ghoul) and 10 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1200 gp; Mithral Shirt (1100 gp) (Medium); hoard total 2300 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Room #140

West Entry

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

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.

DC 28; Disable Device DC 28.


East Entry

Room #143

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

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

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

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

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

North Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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


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

East Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

South Entry #3

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

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

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

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

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

Room Features

A putrid odor fills the room, A torn backpack lies in the north-west corner of the
room

South Entry #1

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

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry #2

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

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

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


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

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

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


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

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

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

East Entry #2

Trapped and Unlocked Stone Door (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.

East Entry #3

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

Monster

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

Room #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

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


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

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)

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


Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
A chute descends from the room into the next dungeon level down, A tile mosaic
of ancient mythology covers the floor

Room #158

West Entry

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)


3 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 #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

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #161

South Entry #1

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

South Entry #2

Archway

Monster

6 x Gray Render Zombie


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

Room #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

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

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Unlocked Strong Wooden Door (hard 5, 20 hp)


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

Room #165

West Entry

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

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry
Room Features

Room #166

West Entry #1

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


A mural of arcane patterns covers the ceiling, A scratching sound can be heard in
the south-west corner of the room

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

Room #166

West Entry #1

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

West Entry #2

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Trapped and Unlocked Simple Wooden Door (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.
Archway
A toppled statue lies in the north-west corner of the room, Laughter can be heard in
the east side of the room

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

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


Acid drips from the ceiling in the north-east corner of the room, A torn backpack
lies in the north-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
Initiative, Weapon Focus (claw)

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

5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort


+2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative

Room #173

East Entry
Room Features

Room #174

Room #175

South Entry

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


A stone stair ascends towards the east wall, A faded and torn tapestry hangs from
the east wall

Archway

Room Features

Several iron cages are scattered throughout the room, Several monstrous corpses
are scattered throughout the room

North Entry #1

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

North Entry #2

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

East Entry #1

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

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

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

North Entry #2

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

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

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

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

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

South Entry #2

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

Empty

Room #181

East Entry
Monster

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


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

Room #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

Unlocked Good Wooden Door (hard 5, 15 hp)

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

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

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

Unlocked Good Wooden Door (hard 5, 15 hp)

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

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

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

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


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

Room #189

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

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

Monster

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

Room #190

North Entry
West Entry

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


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

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

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


Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC 18; hard 5,
15 hp) (slides down, +1 to break DC)

15 hp) (slides down, +1 to break DC)


Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16
melee (1d8+4 plus poison, spike); multiple targets (closest target in each of two
adjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude
save resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.
East Entry #1

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

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

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

East Entry #2

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

South Entry
Monster

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


11 x Ghast (ghoul) and 10 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1200 gp; Blue Star Sapphire (1100 gp), Chrysoprase (50 gp), Coral (90
gp), Moss Agate (11 gp), Obsidian (12 gp), Rose Quartz (70 gp); Divine Scroll
(Magic Fang (25 gp), Flame Blade (150 gp)) (total 175 gp), Potion of Fox's
Cunning (300 gp); hoard total 3008 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 #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

Unlocked Stone Door (hard 8, 60 hp)

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

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


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

Room #200

North Entry

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

West Entry

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

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

East Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

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

Flooding Room Trap: CR 5; mechanical; proximity trigger; automatic reset; no


attack roll necessary (see note below); Search DC 20; Disable Device DC 25. Note:

attack roll necessary (see note below); Search DC 20; Disable Device DC 25. Note:
Room floods in 4 rounds.
Hidden Treasure

Hidden (Search DC 20) Unlocked Simple Wooden Chest (hard 5, 10 hp)


900 gp; Azurite (7 gp), Fiery Yellow Corundum (1300 gp), Golden Yellow Topaz
(200 gp), Tourmaline (80 gp); Ring of Minor Energy Resistance (12000 gp)
(Inscription provides clue to function) (Opposite effect or target curse); hoard
total 14487 gp

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

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

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

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

West Entry

Archway

East Entry

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

South Entry #1

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

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

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


An iron chandelier hangs from the ceiling in the south side of the room, A
thumping sound fills the room

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Monster

13 x Ghast (ghoul) and 6 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: 2000 gp; Black Pearl (600 gp), Coral (120 gp), Emerald (1200 gp),
Hematite (12 gp), Lapis Lazuli (16 gp), Malachite (7 gp), Rich Purple Corundum
(1000 gp); Arcane Scroll (Magic Aura (25 gp)) (total 25 gp); hoard total 4980 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack

Trap
Hidden Treasure

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.
Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 30, break DC
25; hard 5, 20 hp)
1300 gp; Amethyst (120 gp), Sardonyx (20 gp), White Opal (1200 gp); Arcane
Scroll (Unseen Servant (25 gp)) (total 25 gp), Divine Scroll (Flare (12 gp 5 sp))
(total 12 gp 5 sp), Divine Scroll (Bless Weapon (100 gp), Longstrider (25 gp),
Magic Fang (25 gp)) (total 150 gp), Oil of Bless Weapon (100 gp); hoard total
2927 gp 5 sp

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

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

West Entry #2

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

West Entry #3

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

East Entry #1

Archway

East Entry #2

Archway

Empty

Room #213

North Entry
East Entry
South Entry

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


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

Empty

Room #214

North Entry
East Entry
South Entry

Monster

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


Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC
25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each
of two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.
8 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 #215

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry #1

Archway

South Entry #2

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

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

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


Secret (Search DC 25) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)

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

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


Unlocked Good Wooden Door (hard 5, 15 hp)

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

Monster

7 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 #219

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #1

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

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

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

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

Room #225

East Entry

A fountain of water sits against the north wall, Groaning can be faintly heard near
the east wall

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room #225

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #226

North Entry

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

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

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

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

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


Unlocked Strong Wooden Door (hard 5, 20 hp)
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
A fountain of water sits against the south wall, Groaning can be heard in the north
side of the room
3 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative

Room #229

West Entry

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

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Unlocked Strong Wooden Door (hard 5, 20 hp)


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

East Entry #1

Archway

East Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

South Entry
Monster

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


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

Room #231

West Entry #1

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

West Entry #2

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

West Entry #3

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

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

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

East Entry #2

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

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

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

South Entry
Trap
Hidden Treasure

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


Collapsing Column: CR 4; mechanical; touch trigger (attached); no reset; Atk +15
melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.
Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 30, break DC
18; hard 5, 15 hp)
1900 gp; Alexandrite (600 gp), Chalcedony (70 gp), Deep Blue Spinel (300 gp),
Golden Yellow Topaz (400 gp), Iolite (40 gp), Iolite (60 gp), Pink Pearl (80 gp), 2 x
Sardonyx (40 gp), Zircon (50 gp); Light Wooden Shield (Medium) (+2 shield, Acid
Resistance) (22153 gp); hoard total 25733 gp

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #236

North Entry
West Entry
Monster

Unlocked Stone Door (hard 8, 60 hp)


Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)
3 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis

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

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

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

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


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 #239

North Entry

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

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

Empty

Room #241

North Entry
West Entry

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


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.

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

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


Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15
melee (6d6); multiple targets (can strike all characters in two adjacent specified
squares); Search DC 20; Disable Device DC 25.
The ceiling is covered with stalactites, A pile of wax blobs lies in the north side of
the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Room #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

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


Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC
20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC
18.

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

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

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

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

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

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


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

Trap

Room #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

Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #253

West Entry #1

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


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

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

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

Monster

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 #254

North Entry

Archway

South Entry

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


Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.

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

Trapped and Unlocked Iron Door (hard 10, 60 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.

West Entry #2

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

East Entry
Room Features
Monster

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


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

Room #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

Unlocked Good Wooden Door (hard 5, 15 hp)


Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21
ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.
area); Search DC 26; Disable Device DC 20.
A stream of oil flows through the room, The north and east walls are covered with
sword cuts
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 #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

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

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2

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

Room Features

Room #264

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


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

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

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

North Entry #2

Secret (Search DC 25) Unlocked Iron Door (hard 10, 60 hp)

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

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

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

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

North Entry #2

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry

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

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

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

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

North Entry #2

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

East Entry
Room Features
Monster

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


Laughter can be faintly heard near the north wall, A corroded chain lies in the
center of the room
3 x Young Adult Red Dragon Skeleton

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

Room #273

North Entry #1

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

North Entry #2

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


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

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

Secret (Search DC 30) Unlocked Stone Door (hard 8, 60 hp)

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

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


Archway

East Entry #1

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

East Entry #2

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

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

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #2

Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

South Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

Empty

Room #280

West Entry

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

South Entry #1

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

South Entry #2

Trapped and Stuck Stone Door (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.

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

Unlocked Iron Door (hard 10, 60 hp)

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

2 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 #282

North Entry

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

South Entry

Unlocked Stone Door (hard 8, 60 hp)

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

Random Dungeon Generator by drow


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

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