Level 11
General
Wandering
Monsters
Room #1
Dungeon Walls
Dungeon Floor
Temperature
Cold (unprotected creatures must succeed on a Fortitude saving throw every hour
(DC 15, +1 per previous check) or take 1d6 points of non-lethal damage; a creature
that takes any non-lethal damage from cold exposure suffers from hypothermia
and is fatigued)
Illumination
North Entry #1
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
North Entry #2
West Entry #1
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
West Entry #2
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break
DC)
South Entry #1
Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically
reinforced, +10 to break DC)
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 #2
Room Features
A forge and anvil sit in the north-east corner of the room, A pile of spoiled meat
lies in the center of the room
Monster
10 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee
(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #2
West Entry #1
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
West Entry #2
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
East Entry
South Entry
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
Room #3
West Entry #1
West Entry #2
Room Features
Room #4
A mural of a legendary battle covers the ceiling, Several corroded iron spikes are
scattered throughout the room
A jingling sound can be heard in the south-east corner of the room, A pile of trash
lies in the north side of the room
West Entry #1
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
West Entry #2
East Entry #1
East Entry #2
Room Features
Monster
A tapestry of arcane patterns hangs from the west wall, An altar of evil sits in the
south-east corner 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 #5
East Entry
Room Features
Monster
Room #6
South Entry
Monster
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 #7
North Entry
Archway
West Entry #1
West Entry #2
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
10 hp)
Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;
DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.
East Entry #1
East Entry #2
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset;
DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20.
South Entry
Room Features
Monster
Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Several square holes are cut into the west wall, A pile of broken arrows lies in the
south-west corner of 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 #8
North Entry
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 25, break DC
25; hard 5, 20 hp)
West Entry #1
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
15 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.
West Entry #2
East Entry
Empty
Room #9
North Entry #1
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
North Entry #2
Archway
West Entry #1
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14
ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save
ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save
resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.
Room #10
West Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 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.
West Entry #3
Trapped and Locked Iron Door (Open Lock DC 25, 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.
East Entry #1
East Entry #2
South Entry
Room Features
A circle of tall stones stands in the south-west corner of the room, A pile of rotten
bread lies in the north side of the room
North Entry #1
North Entry #2
East Entry #1
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5,
10 hp)
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.
East Entry #2
Trapped and Locked Iron Door (Open Lock DC 30, 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
Monster
Room #11
North Entry
West Entry
Archway
South Entry
Archway
Empty
Room #12
North Entry
West Entry
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 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.
East Entry
South Entry
Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)
Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;
multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7
rounds); Search DC 27; Disable Device DC 27.
Empty
Room #13
West Entry #1
West Entry #2
West Entry #3
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry
Room Features
Monster
Trap
Hidden Treasure
Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20
melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18.
Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 30, break DC
18; hard 5, 15 hp)
210 pp; Alexandrite (700 gp), Chalcedony (20 gp), Deep Blue Spinel (300 gp),
Rhodochrosite (14 gp), White Pearl (120 gp); hoard total 3254 gp
Room #14
West Entry
South Entry
Room Features
Monster
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC
25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each
of two adjacent 5 ft. squares); Search DC 27; Disable Device DC 18.
Torch sconces line the south wall, Ghostly music fills the room
5 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Room #15
East Entry
Monster
Archway
6 x Minotaur Zombie
Monster
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 #16
West Entry
South Entry
Empty
Room #17
North Entry #1
North Entry #2
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to
break DC)
East Entry
South Entry #1
Trapped and Stuck Simple Wooden Door (break DC 13; 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 #2
Room Features
A balcony hangs from the west wall, A rotting odor fills the west side of the room
Monster
Room #18
North Entry #1
Archway
North Entry #2
North Entry #3
North Entry #4
Secret (Search DC 30) Locked Stone Door (Open Lock DC 30, 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.
South Entry
Room Features
Room #19
West Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
East Entry
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #1
South Entry #2
Empty
Room #20
North Entry
West Entry
South Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
Room #21
North Entry
East Entry #1
Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
East Entry #2
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 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 #22
North Entry #1
North Entry #2
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
West Entry #1
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
West Entry #2
Archway
South Entry #1
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
South Entry #2
Monster
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 #23
North Entry
Archway
East Entry #1
East Entry #2
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
East Entry #2
Room Features
Room #24
North Entry
West Entry
Monster
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
(slides down, +1 to break DC)
A large table and stuffed beast sit in the north-east corner of the room, A ruined
gauntlet lies in the west side of the room
Trapped and Locked Good Wooden Door (Open Lock DC 40, 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.
Archway
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Room #25
West Entry #1
West Entry #2
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 25, break DC
25; hard 5, 20 hp)
South Entry
Archway
Empty
Room #26
West Entry
East Entry
South Entry
Room Features
Room #27
East Entry
South Entry
Room Features
Room #28
West Entry #1
Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.
Laughter fills the room, Several pieces of spoiled meat are scattered throughout the
room
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 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.
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
A circle of tall stones stands in the east side of the room, Several empty flasks are
scattered throughout the room
West Entry #2
South Entry
Room Features
Monster
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
10 hp)
Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk
+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 24; Disable Device DC 20.
Numerous pillars line the west wall, A wooden ladder rests against the north wall
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)
Hidden Treasure
Trapped and Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5,
15 hp)
Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual
reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13
Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a
10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.
1100 gp; hoard total 1100 gp
Room #29
North Entry
East Entry
Room Features
Room #30
North Entry
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
West Entry
East Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Room Features
Monster
The floor is covered with ash, Several iron spikes are scattered throughout 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: 900 gp; Divine Scroll (Bless (25 gp), Bless Weapon (100 gp)) (Opposite
effect or target curse) (total 125 gp), Divine Scroll (Summon Monster I (25 gp),
Cat's Grace (150 gp), Cure Moderate Wounds (150 gp)) (total 325 gp), Potion of
Jump (50 gp), Wand of Acid Arrow (43 of 50 charges) (Inscription provides clue to
function) (3870 gp); hoard total 5270 gp
Room #31
West Entry
Room #31
West Entry
East Entry
Room Features
Room #32
West Entry
Monster
A narrow shaft descends from the room into a plundered tomb below, The ceiling is
covered with scorch marks
Room #33
West Entry #1
West Entry #2
East Entry #1
East Entry #2
East Entry #3
South Entry
Room Features
Room #34
East Entry
Archway
A chute descends from the room into the next dungeon level down, Burning
torches in iron sconces line the south wall
Empty
Room #35
West Entry
East Entry #1
East Entry #2
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.
Room Features
Room #36
A sloped pit lined with iron spikes lies in the south-west corner of the room,
Moaning fills the room
Room #36
North Entry
West Entry
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Archway
East Entry #1
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
East Entry #2
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp) (slides
to one side, +1 to break DC)
East Entry #3
South Entry
Room Features
Monster
Room #37
North Entry
East Entry #1
Secret (Search DC 30) Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break
DC)
East Entry #2
Room Features
Room #38
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
North Entry
Monster
A hole has been blasted into the north wall, A wooden ladder rests against the east
wall
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
14 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 #39
West Entry
East Entry
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
South Entry
Room Features
Room #40
East Entry #1
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
East Entry #2
South Entry
Secret (Search DC 25) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10
ft. by 10 ft. area); Search DC 26; Disable Device DC 25.
Room Features
The sound of footsteps can be faintly heard near the east wall, A pile of iron blobs
lies in the south-west corner of the room
Monster
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: 1200 gp; Banded Agate (11 gp), Deep Blue Spinel (600 gp), Sardonyx
(50 gp), Violet Garnet (700 gp), White Pearl (100 gp); hoard total 2661 gp
Room #41
East Entry
Room Features
Monster
Room #42
North Entry #1
Archway
North Entry #2
East Entry #1
East Entry #2
East Entry #3
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; 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
A tile mosaic of arcane patterns covers the floor, A simple fireplace sits against the
south wall
Monster
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 #43
West Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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.
East Entry #1
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic
reset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, or
Will save, depending on effect); Search DC 32; Disable Device DC 32.
East Entry #2
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Room Features
Monster
A circle of tall stones stands in the center of the room, Several pieces of rotten
bread are scattered throughout the room
2 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack
Room #44
North Entry
West Entry
East Entry
Room Features
Trap
Room #45
A chute descends from the room into a natural cavern below, Jagged steel blades
project from cracks in the south and west walls
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.
North Entry #1
North Entry #2
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
North Entry #3
South Entry
Empty
Room #46
South Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
10 hp) (slides to one side, +1 to break DC)
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
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 28; Disable Device DC 28.
Room Features
Monster
A circle of tall stones stands in the north side of the room, A rotting odor fills 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 #47
West Entry
Room Features
Monster
Archway
Burning torches in iron sconces line the west wall, The ceiling is covered with
bloodstains
10 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #48
North Entry #1
North Entry #2
West Entry
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
(slides down, +1 to break DC)
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 #1
East Entry #2
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features
Monster
A stream of acid flows through the room, A tile labyrinth covers the floor
9 x Ghast (ghoul) and 12 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 90000 cp; Fine Leather Belt inlaid with Gold (1500 gp), Silver Idol (of a
God of Evil) (300 gp), Small Carpet (300 gp); hoard total 3000 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
Room #49
East Entry
South Entry
Empty
Room #50
West Entry
East Entry
Trapped and Stuck Strong Wooden Door (break DC 23; 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.
South Entry #1
Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
South Entry #2
Monster
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)
Room #51
North Entry
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
West Entry
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry
Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
15 hp)
Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16
melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save
resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19.
Room Features
Monster
Part of the ceiling has collapsed into the room, Spirals of red stones cover 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
Hidden Treasure
Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 20, break DC
18; hard 5, 15 hp)
1900 gp; Full Plate (Small) (+2 armor, Spell Resistance (15)) (26650 gp); hoard
total 28550 gp
Room #52
North Entry
Archway
North Entry
Room #53
West Entry #1
West Entry #2
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
South Entry #1
South Entry #2
Room Features
A toppled statue lies in the east side of the room, Several adventurer corpses are
scattered throughout the room
East Entry #1
East Entry #2
South Entry
Trap
Room #54
Archway
North Entry
West Entry
Archway
East Entry
Trapped and Locked Strong Wooden Door (Open Lock DC 30, break DC 25; 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.
South Entry
Monster
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
7 x Ghast (ghoul) and 13 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 800 gp; Banded Agate (9 gp), Jasper (70 gp); hoard total 879 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 #55
North Entry
East Entry
South Entry
Room Features
Archway
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
10 hp)
Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.
A stone sarcophagus sits in the south-east corner of the room, A cold spot can be
felt in the south side of the room
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: Banded Agate (15 gp), Brown-green Garnet (110 gp), Freshwater Pearl (10
gp), Obsidian (5 gp), Rhodochrosite (12 gp), Smoky Quartz (50 gp), Star Rose
Quartz (70 gp); Heavy Steel Shield (Small) (+1 shield) (Inscription provides clue
to function) (1170 gp), Potion of Endure Elements (50 gp); hoard total 1492 gp
Room #56
West Entry
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.
East Entry
South Entry
Monster
Secret (Search DC 25) 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 #57
West Entry
South Entry
Room Features
Room #58
North Entry
West Entry
South Entry #1
South Entry #2
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Monster
Room #59
North Entry #1
Archway
North Entry #2
West Entry
Room Features
Monster
Archway
A mural of vile acts covers the ceiling, The ceiling is covered with cracks
5 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)
Room #60
North Entry #1
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
North Entry #2
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to
break DC)
South Entry
Empty
Room #61
West Entry
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
East Entry
Room Features
Monster
A tapestry of ancient mythology hangs from the east wall, Several pieces of
spoiled meat are scattered throughout the room
6 x Advanced Megaraptor Skeleton
Advanced megaraptor skeleton: CR 6; Huge undead; HD 12d12; hp 78; Init +7;
Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed
11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee
(2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite);
Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision
60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21,
Dex 17, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #62
North Entry
East Entry
Room Features
Room #63
East Entry #1
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Unlocked Simple Wooden Door (hard 5, 10 hp)
The floor is covered with cracks, Several pieces of rotten fruit are scattered
throughout the room
Trapped and Locked Iron Door (Open Lock DC 20, 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.
East Entry #2
South Entry
Room Features
Monster
Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp) (slides down, +1 to break DC)
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.
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Skeletons hang from chains and manacles against the east and west walls, A
mouldy odor fills 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 #64
West Entry
Archway
East Entry
South Entry
Room Features
Monster
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
A mural of a legendary battle covers the ceiling, Several empty flasks are scattered
throughout 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 #65
North Entry
West Entry
South Entry
Room Features
Monster
Archway
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
A tile mosaic of geometric patterns covers the floor, Several empty flasks are
scattered throughout the room
8 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 #66
West Entry
South Entry #1
South Entry #1
South Entry #2
Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic
reset; spell effect (Chain Lightning, 11th level wizard, 11d6 electricity to target
nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary
targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31.
Monster
9 x Minotaur Zombie
Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore)
or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee
(1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Trap
Hidden Treasure
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.
Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)
1300 gp; Alexandrite (500 gp), Black Star Sapphire (800 gp), Carnelian (80 gp),
Chrysoprase (40 gp), Jade (110 gp), Moss Agate (8 gp); Greater Bracers of Archery
(25000 gp) (Design provides clue to function); hoard total 27838 gp
Room #67
North Entry
West Entry
Room Features
Monster
Room #68
North Entry #1
North Entry #2
West Entry
Monster
Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
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 #69
North Entry
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
North Entry
East Entry
South Entry
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to
break DC)
Unlocked Good Wooden Door (hard 5, 15 hp)
Empty
Room #70
North Entry
West Entry
East Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.
Room Features
North Entry
East Entry
West Entry
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
East Entry
Room Features
Room #73
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
West Entry
Room Features
Room #72
East Entry #1
South Entry
Room #71
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break
DC)
West Entry
A faded and torn tapestry hangs from the south wall, A large kiln and coal bin sit
in the center of the room
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.
East Entry #1
East Entry #2
Room Features
Monster
The ceiling is covered with scorch marks, Several iron blobs are scattered
throughout the room
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
Room #74
North Entry
West Entry
Room Features
Monster
Room #75
West Entry #1
Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2
to break DC)
West Entry #2
West Entry #3
East Entry #1
East Entry #2
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)
South Entry
Room Features
Room #76
A stone ramp ascends towards the south wall, The scent of smoke fills the room
West Entry #1
Archway
West Entry #2
West Entry #3
East Entry
Room #77
Archway
Archway
Room Features
A wooden platform hangs over a deep pit in the east side of the room, An iron
chandelier hangs from the ceiling in the north side of the room
North Entry #1
North Entry #2
West Entry
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
East Entry #1
East Entry #2
Monster
Room #78
Room #79
North Entry #1
Archway
North Entry #2
Secret (Search DC 25) Trapped and Locked Strong Wooden Door (Open Lock DC
25, break DC 25; hard 5, 20 hp)
Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC
20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC
18.
North Entry #3
South Entry #1
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)
South Entry #2
Room Features
A chute falls into the room from above, Spirals of red stones cover the floor
North Entry
West Entry #1
West Entry #2
Room Features
The north and west walls are covered with bloodstains, A pile of wax blobs lies in
the west side of the room
Monster
15 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 120 pp; Chalcedony (50 gp), Deep Blue Spinel (600 gp), Jasper (50 gp),
Malachite (10 gp), Rhodochrosite (6 gp), Rock Crystal (30 gp), Zircon (50 gp);
hoard total 1996 gp
Room #80
North Entry #1
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
North Entry #2
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features
A sloped pit lined with iron spikes lies in the west side of the room, Several
shattered weapons are scattered throughout the room
Hidden Treasure
Hidden (Search DC 30) Trapped and Locked Good Wooden Chest (Open Lock DC
20, break DC 18; hard 5, 15 hp)
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14
ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save
resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16.
170 pp; Alexandrite (600 gp), Black Pearl (500 gp), Black Star Sapphire (1300 gp),
Iolite (20 gp), Red Garnet (70 gp), Rock Crystal (50 gp), Turquoise (10 gp); hoard
total 4250 gp
Room #81
West Entry
East Entry
South Entry
Room #82
Room Features
Rusting iron spikes line the north wall, Several pieces of rotten rope are scattered
throughout the room
Trap
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
Room #83
South Entry
Monster
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
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 #84
North Entry
South Entry
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Room Features
Monster
A narrow shaft descends from the room into a plundered tomb below, A pile of
rotten fruit lies in the center of the room
5 x Young Adult Red Dragon Skeleton
Young adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,
Room #85
South Entry
Room Features
Monster
Hidden Treasure
Room #86
North Entry
Room Features
Room #87
North Entry
Room #89
A wooden ladder rests against the east wall, The floor is covered with dust
Archway
West Entry #1
West Entry #2
Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 to break
DC)
West Entry #3
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Room Features
Room #88
Several square holes are cut into the east and west walls, The floor is covered with
ash
West Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
East Entry
South Entry #1
South Entry #2
Room Features
Lit candles are scattered across the floor, A sundered shield lies in the north-west
corner of the room
West Entry
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 hp)
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.
South Entry
Room Features
Room #90
North Entry
West Entry
East Entry
Empty
Room #91
North Entry
South Entry #1
South Entry #2
Empty
Room #92
East Entry #1
East Entry #2
South Entry
Room #93
Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down, +1 to break DC)
Room Features
A tile mosaic of a legendary battle covers the floor, A putrid odor fills the room
North Entry #1
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
(slides up, +2 to break DC)
North Entry #2
North Entry #3
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 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.
West Entry
Room Features
Monster
Room #94
North Entry
Room Features
Room #95
East Entry
Room Features
Room #96
West Entry
South Entry
Room #97
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2 to break DC)
Several square holes are cut into the north wall, Several iron blobs are scattered
throughout the room
Room Features
A wooden platform hangs over a deep pit in the north side of the room, Knocking
fills the room
North Entry #1
North Entry #2
West Entry
Room Features
Monster
Archway
A stone ramp ascends towards the south wall, Skeletons hang from chains and
manacles against the north and south walls
14 x Ghast (ghoul) and 11 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 1600 gp; Wand of Fireball (6th) (39 of 50 charges) (10530 gp); hoard
total 12130 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 #98
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.
North Entry #1
North Entry #2
Secret (Search DC 20) Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
East Entry
Monster
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 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
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 #99
West Entry #1
West Entry #2
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger
(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6
Con); Search DC 25; Disable Device DC 19.
East Entry
South Entry
Trapped and Stuck Good Wooden Door (break DC 18; 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.
Room Features
A stone dais and throne sits in the north-west corner of the room, A putrid odor
fills the room
Monster
Room #100
North Entry
East Entry
South Entry
Room Features
Monster
Room #101
North Entry
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
15 hp)
Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual
reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13
Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a
10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.
South Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset;
spell effect (Blade Barrier, 11th level cleric, 11d6 slashing, DC 19 Reflex save half
damage); Search DC 31; Disable Device DC 31.
Monster
10 x Ogre Zombie
Monster
10 x Ogre Zombie
Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8
squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; Base
Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1
ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9,
slam) or +1 ranged (1d8+6, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Single
actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL
NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #102
East Entry
Empty
Room #103
Room #104
North Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
10 hp)
Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk
+20 melee (6d6, spikes); multiple targets (all targets in a 10 ft. by 10 ft. area);
Search DC 24; Disable Device DC 20.
West Entry #1
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2
East Entry
Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp)
South Entry
Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 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.
Room Features
The north and west walls have been engraved with evil symbols, Several corroded
iron spikes are scattered throughout the room
South Entry #1
South Entry #2
Monster
8 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 #105
North Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
West Entry
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Room Features
Monster
Several adventurer corpses are scattered throughout the room, A broken door lies
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 #106
North Entry #1
Trapped and Locked Iron Door (Open Lock DC 30, 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.
North Entry #2
North Entry #3
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry
Monster
Room #107
North Entry
Monster
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
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; Adamantine Dagger (3002 gp) (Small); hoard total 4202 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack
Hidden Treasure
Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 25, break DC
15; hard 5, 10 hp)
2500 gp; Onyx (20 gp); Arcane Scroll (Shield (25 gp)) (total 25 gp), Arcane Scroll
(Magic Aura (25 gp), Blur (150 gp)) (Opposite effect or target curse) (total 175 gp),
Potion of Enlarge Person (250 gp); hoard total 2970 gp
Room #108
North Entry
West Entry #1
West Entry #2
West Entry #3
Room #109
Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 25, break DC
15; hard 5, 10 hp)
Room Features
A tile labyrinth covers the floor, Several iron cages are scattered throughout the
room
North Entry
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break
DC)
West Entry
Room Features
Monster
Trapped and Locked Stone Door (Open Lock DC 25, 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.
A ladder ascends to a balcony hanging from the west wall, A pile of torches lies in
the center 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 #110
Room #111
West Entry
Archway
East Entry #1
East Entry #2
South Entry
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features
A sloped pit lined with iron spikes lies in the center of the room, A circle of tall
stones stands in the south side of the room
East Entry
Monster
Room #112
East Entry #1
East Entry #2
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to
one side, +1 to break 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.
South Entry
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Room Features
Monster
Several alcoves are cut into the north and south walls, A dull dagger lies in the
north-east corner of the room
5 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)
Room #113
North Entry
South Entry
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features
Room #114
North Entry
West Entry
Room Features
Monster
A shallow pool of acid lies in the south side of the room, An iron chandelier hangs
from the ceiling in the west side of the room
Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up,
+2 to break DC)
Archway
A well lies in the north-west corner of the room, A splashing noise can be faintly
heard near the south wall
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 #115
West Entry
South Entry
Monster
Room #116
East Entry
Room Features
Room #117
North Entry #1
North Entry #2
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East Entry #1
Archway
East Entry #2
Monster
3 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge,
Improved Initiative, Weapon Focus (slam)
Room #118
West Entry
Archway
East Entry #1
Archway
East Entry #2
Room Features
Room #119
North Entry
Several alcoves are cut into the south and west walls, The floor is covered with
rotting straw
South Entry #1
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)
South Entry #2
Room Features
A tapestry of ghoulish carnage hangs from the east wall, A stone dais and throne
sits in the west side of the room
Monster
6 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; Rock Crystal (20 gp); Arcane Scroll (Undetectable Alignment
(50 gp), Scare (150 gp)) (total 200 gp), Necklace of Fireballs (I) (1650 gp) (Design
provides clue to function), Potion of Spider Climb (300 gp); hoard total 3670 gp
Room #120
West Entry
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 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.
East Entry
Archway
South Entry
Monster
Hidden Treasure
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25, break DC
15; hard 5, 10 hp)
1600 gp; Bolt of Fine Cloth (20 gp), Box of Perfumed Candles (60 gp), Crystal
Comb set with Iolite (800 gp), Sable Belt wreathed in Red Continual Flame (5000
gp), Small Tapestry threaded with Silver (3000 gp); Ioun Stone (dark blue
rhomboid) (10000 gp); hoard total 20480 gp
Room #121
North Entry
West Entry
Room Features
Room #122
East Entry
Room Features
Monster
Archway
Spirals of white stones cover the floor, The ceiling is covered with scorch marks
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 #123
South Entry #1
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South Entry #2
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Monster
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
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 50 pp; Golden Pearl (80 gp), Rose Quartz (50 gp), Sardonyx (50 gp);
hoard total 680 gp
Room #124
North Entry
West Entry
South Entry
Empty
Room #125
North Entry
East Entry #1
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
East Entry #2
Room Features
Room #126
A fountain of water sits against the east wall, A rotting odor fills the room
West Entry #1
West Entry #2
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
East Entry
Room Features
Room #127
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
North Entry
West Entry
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
A circle of tall stones stands in the south-west corner of the room, A rusted shield
lies in the south side of the room
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Archway
South Entry #1
Secret (Search DC 30) Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry #2
Archway
Monster
Room #128
West Entry
East Entry
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
South Entry
Room Features
Room #129
East Entry
Archway
A mural of geometric patterns covers the ceiling, Numerous monstrous skulls lie
within niches in the east wall
South Entry
Room Features
Monster
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
A shallow pool of quicksilver lies in the south-east corner of the room, A tile
labyrinth covers the floor
9 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 1900 gp; hoard total 1900 gp
Room #130
West Entry
Archway
East Entry
Archway
South Entry
Archway
Room Features
Monster
A stream of blood flows through the room, A rustling noise can be heard in the
north-west corner of the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Room #131
North Entry
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.
West Entry #1
West Entry #2
South Entry
Monster
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced,
+10 to break DC)
6 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 #132
North Entry #1
Archway
North Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex
save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4
each); Search DC 21; Disable Device DC 20.
West Entry #1
West Entry #2
West Entry #3
Archway
South Entry
Room Features
Room #133
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.
East Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
An altar of evil sits in the west side of the room, Patches of mushrooms grow in the
north-west corner of the room
North Entry
Archway
South Entry
Archway
Room Features
Room #135
A stone ramp ascends towards the south wall, An unidentifiable odor fills the
south-west corner of the room
West Entry
Room Features
Room #134
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
West Entry
The north and east walls are covered with goblin graffiti, Several sundered shields
are scattered throughout the room
South Entry #1
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break
DC)
South Entry #2
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Monster
14 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 #136
North Entry
South Entry
Empty
Room #137
East Entry #1
Trapped Iron Portcullis (lift DC 25, 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 #2
South Entry #1
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
South Entry #2
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to
break DC)
Empty
Room #138
North Entry #1
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
North Entry #2
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
West Entry
Secret (Search DC 30) Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,
60 hp)
South Entry #1
South Entry #2
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Monster
Hidden Treasure
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28; hard
10, 60 hp)
2100 gp; Azurite (11 gp), Blue Star Sapphire (1400 gp), Deep Blue Spinel (300
gp), Onyx (30 gp), Rich Purple Corundum (900 gp), Violet Garnet (500 gp);
Greatsword (Medium) (+1 weapon) (2350 gp); hoard total 7591 gp
Room #139
West Entry
Empty
Room #140
North Entry
West Entry
Room Features
Monster
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 #141
Trap
North Entry #1
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)
North Entry #2
West Entry
Archway
East Entry
Room Features
Room #142
A fountain of water sits against the west wall, A whistling noise can be faintly
heard near the south wall
East Entry #1
Trapped and Locked Stone Door (Open Lock DC 25, 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.
East Entry #2
Room Features
Monster
The walls are covered with bloodstains, A pile of trash lies in the north-east corner
of the room
1 x Dread Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Room #143
North Entry
West Entry
Room Features
Room #144
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1
to break DC)
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
A mural of arcane patterns covers the ceiling, A pile of torn paper lies in the northeast corner of the room
West Entry #1
West Entry #2
Archway
East Entry
Archway
South Entry
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC
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.
Empty
Room #145
West Entry
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
East Entry
South Entry #1
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
South Entry #2
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Monster
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
Room #146
Room #147
North Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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
Trapped and Stuck Iron Door (break DC 28; hard 10, 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.
East Entry
Room Features
Torch sconces line the north and east walls, A pile of rotten bread lies in the north
side of the room
North Entry #1
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
North Entry #2
West Entry #1
West Entry #2
East Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Empty
Room #148
West Entry #1
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
East Entry
Room Features
Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)
A chute falls into the room from above, A faded and torn tapestry hangs from the
south wall
Hidden Treasure
Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28; hard
10, 60 hp)
2400 gp; Ermine Hunter's Cap (1400 gp), Small Silver Mirror (110 gp); Minor
Circlet of Blasting (6480 gp), Potion of Cure Light Wounds (50 gp); hoard total
10440 gp
Room #149
North Entry #1
North Entry #2
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
South Entry
Hidden Treasure
Room #150
North Entry
East Entry #1
Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 25, break DC 18;
hard 5, 15 hp)
East Entry #2
Monster
3 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Room #151
North Entry #1
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.
North Entry #2
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magically reinforced,
+10 to break DC)
West Entry
East Entry #1
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
East Entry #2
South Entry
Monster
Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 25, 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
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 #152
Room #153
East Entry
South Entry #1
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South Entry #2
Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)
Room Features
A splashing noise can be heard in the north-east corner of the room, A pile of
empty bottles lies in the south side of the room
North Entry
East Entry
South Entry
Monster
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break
DC)
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.
Stuck Stone Door (break DC 28; hard 8, 60 hp)
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; 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 #154
North Entry
West Entry
Monster
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
3 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Room #155
West Entry
South Entry
Secret (Search DC 30) Trapped and Unlocked Iron Door (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.
Trap
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
ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7
rounds); Search DC 27; Disable Device DC 27.
Hidden Treasure
Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 20, break DC
18; hard 5, 15 hp)
1800 gp; Citrine (50 gp), Freshwater Pearl (11 gp), Jet (100 gp), Peridot (50 gp),
Peridot (60 gp); Arcane Scroll (Enlarge Person (25 gp), Hypnotism (25 gp), Sleep
(25 gp)) (total 75 gp); hoard total 2146 gp
Room #156
North Entry
Room Features
Monster
Room #157
South Entry
Room Features
Room #158
North Entry
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
The ceiling is covered with cobwebs, A pile of empty flasks lies in the south-east
corner of the room
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
West Entry #1
Archway
West Entry #2
East Entry
Monster
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
9 x Ogre Zombie
Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8
squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; Base
Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1
ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9,
slam) or +1 ranged (1d8+6, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Single
actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL
NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #159
East Entry
South Entry
Room Features
Monster
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)
Stuck Stone Door (break DC 28; hard 8, 60 hp)
A faded and torn tapestry hangs from the west wall, Several pieces of blood-soaked
clothing 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 #160
North Entry
East Entry
South Entry
Empty
Room #161
North Entry
West Entry
South Entry
Empty
Room #162
North Entry
East Entry #1
East Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
South Entry
Room Features
Room #163
North Entry
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East Entry #1
Archway
East Entry #2
South Entry
Room Features
Room #164
Archway
Archway
A circle of tall stones stands in the center of the room, A wooden ladder rests
against the east wall
West Entry #1
West Entry #2
Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp)
East Entry
Room Features
Monster
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 #165
South Entry
Monster
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
1 x Dread Wraith and 3 x Wraith
Dread wraith: CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13;
Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25,
flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution
drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain,
incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn;
SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft.,
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28,
Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion)
+22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6
following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60
ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;
Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal
touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,
daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,
unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis
14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,
Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, BlindFight, Combat Reflexes, Improved Initiative
Room #166
Room #167
North Entry
East Entry
South Entry #1
South Entry #2
Room Features
A large demonic idol sits in the north-west corner of the room, Several pieces of
torn paper are scattered throughout the room
North Entry #1
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
North Entry #2
North Entry #3
Archway
West Entry
South Entry
Room Features
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A circle of tall stones stands in the south-east corner of the room, A ring of keys
lies in the west side of the room
Room #168
East Entry
South Entry
Room Features
Monster
Room #169
South Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
(slides to one side, +1 to break DC)
Empty
Room #170
North Entry
West Entry
South Entry
Empty
Room #171
West Entry #1
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;
multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9
ranged touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7
rounds); Search DC 27; Disable Device DC 27.
West Entry #2
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
East Entry #1
East Entry #2
Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
15 hp)
Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden
lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.
Empty
Room #172
North Entry
West Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
Room Features
A narrow shaft falls into the room from above, Lit candles are scattered across the
floor
Room #173
North Entry
West Entry
South Entry
Monster
Room #174
North Entry
East Entry
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry #1
Archway
South Entry #2
Room Features
Skeletons hang from chains and manacles against the south wall, The scent of
urine fills the room
Monster
9 x Vampire Spawn
Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp
+5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus
energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy
drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast
healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb,
undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy
+4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive
+11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus
(selected Craft or Profession skill), Toughness
Treasure: 200 pp; Obsidian (9 gp); Scimitar (Small) (+1 weapon) (Sheds light)
(2315 gp); hoard total 4324 gp
Room #175
West Entry
East Entry
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced,
+10 to break DC)
Room Features
Room #176
A tile labyrinth covers the floor, A bent key lies in the north side of the room
North Entry
Archway
South Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Monster
5 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4
squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp
+5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5
ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft.,
immunity to electricity, acid resistance 10, fire resistance 10, undead traits,
vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con
-, Int 6, Wis 12, Cha 12
Room #177
Room #178
North Entry #1
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
North Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
West Entry
Archway
East Entry
Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 40, break DC 18;
hard 5, 15 hp)
Room Features
A mural of geometric patterns covers the ceiling, An iron chandelier hangs from
the ceiling in the west side of the room
North Entry #1
Trapped and Stuck Good Wooden Door (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
East Entry #1
East Entry #2
Archway
South Entry
Monster
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)
11 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 #179
North Entry #1
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 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.
North Entry #2
East Entry #1
East Entry #2
Archway
South Entry
Room Features
Room #180
North Entry
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) (slides up, +2
to break DC)
A stream of blood flows through the room, Numerous monstrous skulls lie within
niches in the south and east walls
Trapped and Stuck Good Wooden Door (break DC 18; 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.
ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft.
area); Search DC 26; Disable Device DC 20.
East Entry
Room Features
Monster
Room #181
North Entry
West Entry #1
Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 to break
DC)
West Entry #2
East Entry #1
East Entry #2
Archway
Monster
5 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack
Room #182
North Entry #1
North Entry #2
West Entry
South Entry
Room Features
Monster
Room #183
West Entry #1
West Entry #2
East Entry
Monster
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Unlocked Simple Wooden Door (hard 5, 10 hp)
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)
Room #184
North Entry
South Entry
Archway
Room Features
Monster
A tile labyrinth covers the floor, Burning torches in iron sconces line the north
and south walls
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 #185
North Entry
East Entry #1
East Entry #2
South Entry
Room Features
Room #186
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
(slides down, +1 to break DC)
East Entry
South Entry #1
Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down, +1 to break DC)
South Entry #2
Room Features
Spirals of white stones cover the floor, A simple fireplace sits against the west wall
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 #187
North Entry #1
Archway
North Entry #2
Room Features
A chute descends from the room into the next dungeon level down, A faded and
torn tapestry hangs from the north wall
Monster
10 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.
(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed
13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);
Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5
ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort
+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,
Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,
Improved Initiative
Room #188
North Entry
West Entry
South Entry
Room Features
Room #189
North Entry
West Entry
Room Features
Monster
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.
Unlocked Simple Wooden Door (hard 5, 10 hp)
A ladder ascends to a catwalk hanging between the north and south walls, The
ceiling is covered with scorch marks
8 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 #190
East Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
South Entry #1
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
South Entry #2
Room Features
A circle of tall stones stands in the north-east corner of the room, The ceiling is
covered with stalactites
Monster
6 x Wyvern Zombie
Monster
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 #191
North Entry
East Entry
South Entry
Archway
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Archway
Empty
Room #192
North Entry
East Entry
South Entry
Room Features
Room #193
North Entry
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Empty
Room #194
North Entry
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry
Room Features
Room #195
Room #196
North Entry
Archway
West Entry
Archway
South Entry #1
South Entry #2
Archway
Room Features
A stone stair ascends towards the east wall, Several headless statues are scattered
throughout the room
West Entry #1
West Entry #2
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry #1
East Entry #2
Room #197
Room #198
South Entry #1
South Entry #2
Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features
A stone dais lies in the north-east corner of the room, A stone sarcophagus sits in
the center of the room
North Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
West Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual
reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13
Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a
10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.
East Entry
Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 20, break DC
15; hard 5, 10 hp)
Room Features
A fountain of water sits against the west wall, The sound of drums fills the room
North Entry
Trapped and Locked Iron Door (Open Lock DC 30, 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.
West Entry
East Entry #1
East Entry #2
Room Features
Monster
A stream of blood flows through the room, The north and east walls have been
engraved with a row of arcane runes
3 x Mohrg
Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares);
AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk
+12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee
(1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA
Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead
traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10,
Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15,
Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Room #199
West Entry
Monster
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
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: 1200 gp; Aquamarine (200 gp), Black Pearl (800 gp), Freshwater Pearl
(10 gp), Onyx (30 gp), Onyx (60 gp), Smoky Quartz (40 gp); Arcane Scroll
(Animate Rope (25 gp), Identify (125 gp), Darkvision (150 gp)) (total 300 gp), Oil
(Animate Rope (25 gp), Identify (125 gp), Darkvision (150 gp)) (total 300 gp), Oil
of Magic Weapon (50 gp), Potion of Blur (300 gp), Potion of Endure Elements (50
gp); hoard total 3040 gp
Trap
Room #200
North Entry
East Entry
South Entry
Room Features
Monster
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (Glyph
of Warding [blast], 5th level cleric, 2d8 acid, DC 14 Reflex save half damage);
multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.
Room #201
North Entry
West Entry
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Stuck Stone Door (break DC 28; hard 8, 60 hp)
East Entry #1
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5,
10 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect
(Power Word Stun, 13th level wizard), Search DC 32; Disable Device DC 32.
East Entry #2
Room Features
Hidden Treasure
A stair ascends to a catwalk hanging between the east and west walls, A pile of torn
paper lies in the west side of the room
Hidden (Search DC 30) Unlocked Good Wooden Chest (hard 5, 15 hp)
14000 sp; Coral (120 gp), Jasper (80 gp); Potion of Enlarge Person (250 gp),
Potion of Lesser Restoration (300 gp), Potion of Remove Paralysis (300 gp),
Potion of Shield of Faith (+2) (50 gp); hoard total 2500 gp
Room #202
North Entry #1
North Entry #2
South Entry
Room Features
Monster
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of
two adjacent 5 ft. squares); Search DC 25; Disable Device DC 17.
A stone stair ascends towards the west wall, Several wax blobs are scattered
throughout the room
11 x Ghast (ghoul) and 12 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
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: 1100 gp; Alexandrite (500 gp), Amethyst (90 gp), Rock Crystal (60 gp);
Ring of Improved Jumping (10000 gp) (Inscription provides clue to function);
hoard total 11750 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC
14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2
melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)
and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot
+7; Multiattack
Room #203
East Entry #1
Archway
East Entry #2
Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
East Entry #3
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
South Entry
Empty
Room #204
Room #205
East Entry #1
East Entry #2
Room Features
A shallow pool of acid lies in the south side of the room, Various torture devices
are scattered throughout the room
Trap
West Entry
East Entry
South Entry
Archway
Empty
Room #206
Room #207
North Entry
Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down, +1 to break DC)
South Entry #1
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
South Entry #2
Room Features
Several alcoves are cut into the south wall, An iron chandelier hangs from the
ceiling in the south side of the room
West Entry #1
West Entry #2
South Entry
Room #208
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side, +1 to
break DC)
Room Features
A simple fireplace sits against the north wall, A sundered shield lies in the west
side of the room
North Entry #1
Archway
North Entry #2
East Entry
South Entry
Archway
Unlocked Simple Wooden Door (hard 5, 10 hp)
Empty
Room #209
North Entry
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
West Entry
East Entry
Room Features
Monster
Torch sconces line the north and east walls, Several broken arrows are scattered
throughout the room
5 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: 700 gp; Potion of Endure Elements (50 gp), Potion of Hide from Undead
(50 gp); hoard total 800 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 #210
West Entry
Room Features
Monster
Archway
An altar of evil sits in the south side of the room, A sour odor fills the north-east
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 #211
West Entry #1
West Entry #2
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
West Entry #3
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16
melee (1d8+4 plus poison, spike); multiple targets (closest target in each of two
adjacent 5 ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude
save resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.
East Entry
Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
15 hp)
Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25
Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10
ft. by 10 ft. area); Search DC 26; Disable Device DC 25.
South Entry #1
Trapped and Locked Iron Door (Open Lock DC 30, 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.
South Entry #2
Room Features
The scent of urine fills the south-west corner of the room, Several barrel staves are
scattered throughout the room
Monster
Room #212
North Entry
Room Features
Trap
Hidden Treasure
Room #213
North Entry
Archway
South Entry #1
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
South Entry #2
Room Features
A hole has been blasted into the north wall, The north and east walls are covered
with goblin graffiti
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 #214
West Entry
Archway
East Entry
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 #215
North Entry
West Entry
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break DC)
East Entry
Unlocked Good Wooden Door (hard 5, 15 hp) (magically reinforced, +10 to break
DC)
Room Features
Monster
A tapestry of a legendary battle hangs from the south wall, A pair of dice lies in the
north-west corner of the room
14 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC
15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3
melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energy
drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision
60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int
11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, BlindFight
Hidden Treasure
Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28; hard
10, 60 hp)
190 pp; Sardonyx (30 gp); Arcane Scroll (Command Undead (150 gp)) (total 150
gp), Arcane Scroll (Magic Weapon (25 gp), False Life (150 gp)) (total 175 gp),
Ring of Counterspells (4000 gp); hoard total 6255 gp
Room #216
North Entry #1
North Entry #2
North Entry #3
West Entry
Room #217
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
South Entry #1
South Entry #2
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
South Entry #3
South Entry #4
Room Features
A tile labyrinth covers the floor, A pile of broken arrows lies in the south side of
the room
East Entry
South Entry
Monster
Room #218
North Entry #1
North Entry #2
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
West Entry
Secret (Search DC 25) Trapped and Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic
reset; spell effect (Lightning Bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex
save half damage); Search DC 28; Disable Device DC 28.
East Entry
Monster
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: 1300 gp; Azurite (8 gp), Blue Star Sapphire (600 gp), Chrysoprase (40
gp), Golden Yellow Topaz (500 gp), Moss Agate (8 gp), Obsidian (7 gp), Redbrown Spinel (130 gp), Zircon (60 gp); Divine Scroll (Magic Stone (25 gp), Heat
Metal (150 gp), Prayer (375 gp)) (total 550 gp); hoard total 3203 gp
Room #219
South Entry
Hidden Treasure
Archway
Hidden (Search DC 30) Trapped and Locked Iron Chest (Open Lock DC 30, break
DC 28; hard 10, 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
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.
1900 gp; Golden Yellow Topaz (300 gp), Pink Pearl (120 gp); Arcane Scroll
(Comprehend Languages (25 gp)) (total 25 gp), Arcane Scroll (Comprehend
Languages (25 gp), True Strike (25 gp)) (total 50 gp), Potion of Cure Moderate
Wounds (300 gp); hoard total 2695 gp
Room #220
North Entry
East Entry
Archway
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;
spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20 Reflex save,
depending on terrain); Search DC 32; Disable Device DC 32.
Empty
Room #221
East Entry
South Entry
Archway
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Empty
Room #222
North Entry
West Entry
Archway
South Entry
Archway
Room Features
Monster
A shallow pit lies in the north-west corner of the room, A pile of wax blobs lies in
the south side of the room
4 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 #223
North Entry
East Entry
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5,
15 hp)
Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual
reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13
Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a
10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.
South Entry #1
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to
break DC)
South Entry #2
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Empty
Room #224
West Entry
East Entry
Room Features
Monster
A shallow pool of quicksilver lies in the north-east corner of the room, Ghostly
wailing fills the room
6 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 #225
West Entry #1
West Entry #2
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one side, +1 to
break DC)
East Entry #1
Archway
East Entry #2
South Entry
Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1
to break DC)
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.
Empty
Room #226
West Entry #1
West Entry #2
Archway
West Entry #3
East Entry
South Entry
Room Features
Monster
Room #227
North Entry
East Entry
South Entry
Room Features
Archway
Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 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.
Stuck Stone Door (break DC 28; hard 8, 60 hp)
Spirals of red stones cover the floor, The south and east walls are covered with claw
Room Features
Monster
Spirals of red stones cover the floor, The south and east walls are covered with claw
marks
9 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 #228
North Entry
South Entry
Empty
Room #229
North Entry
South Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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.
Room Features
Monster
A chute descends from the room into the next dungeon level down, Several
corroded iron spikes are scattered throughout 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: 180 pp; A Perfect Rose in Temporal Stasis (11000 gp); hoard total 12800
gp
Room #230
East Entry
South Entry
Empty
Room #231
North Entry
West Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex
save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Empty
Room #232
East Entry
Archway
Room #232
Room #233
Room #234
East Entry
Archway
South Entry
Secret (Search DC 20) Trapped and Locked Iron Door (Open Lock DC 25, break DC
28; hard 10, 60 hp)
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.
Room Features
A fountain of water sits against the south wall, A pair of boots lies in the west side
of the room
North Entry
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 25, break DC
25; hard 5, 20 hp)
West Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic
reset; spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fortitude, or
Will save, depending on effect); Search DC 32; Disable Device DC 32.
East Entry #1
Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically
reinforced, +10 to break DC)
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 #2
South Entry #1
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
South Entry #2
South Entry #3
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features
Lit candles are scattered across the floor, Knocking can be heard in the west side of
the room
East Entry
South Entry
Monster
Room #235
West Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
East Entry
East Entry
South Entry
Monster
Room #236
West Entry
Empty
Room #237
West Entry
East Entry
Room Features
Monster
Several square holes are cut into the north and west walls, A metallic odor fills the
room
5 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack
Room #238
East Entry
Empty
Room #239
West Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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.
East Entry #1
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.
East Entry #2
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Empty
Room #240
North Entry #1
North Entry #2
Archway
West Entry #1
West Entry #2
Archway
East Entry
South Entry
Monster
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
Room #241
North Entry
East Entry
Room Features
Room #242
East Entry
South Entry
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
An altar of evil sits in the north side of the room, A pile of empty bottles lies in the
east side of the room
Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) (slides down,
+1 to break DC)
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Room Features
Spirals of red stones cover the floor, A pile of barrel staves lies in the east side of
the room
Hidden Treasure
Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 20, break DC
18; hard 5, 15 hp)
260 pp; hoard total 2600 gp
Room #243
West Entry
East Entry #1
East Entry #2
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features
Monster
A crater has been blasted into the floor in the east side of the room, Several empty
bottles are scattered throughout the room
14 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
Room #244
West Entry
Room Features
Room #245
North Entry
West Entry
South Entry
Room Features
Monster
Archway
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides up, +2 to break DC)
A wooden ladder rests against the north wall, A pile of candles lies in the northwest corner of the room
10 x Ghast (ghoul) and 12 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5
melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)
and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot
+8; Multiattack, Toughness
Treasure: 7000 sp; Rose Quartz (70 gp), Star Rose Quartz (30 gp), Violet Garnet
(300 gp), White Pearl (130 gp); hoard total 1230 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 #246
East Entry #1
East Entry #2
Room Features
Room #247
A well lies in the west side of the room, A pile of rotten apples lies in the southwest corner of the room
East Entry
Archway
South Entry
Archway
Room Features
Monster
A mural of ancient mythology covers the ceiling, A cold spot can be felt in the
west 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 #248
North Entry #1
North Entry #2
South Entry
Room Features
Monster
Room #249
North Entry
South Entry
Room Features
Monster
A chute descends from the room into a plundered tomb below, Lit candles are
scattered across the floor
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 #250
North Entry
Archway
South Entry
Empty
Room #251
North Entry
West Entry
South Entry
Empty
Room #252
Room #252
South Entry #1
Archway
South Entry #2
Archway
Room Features
A chute descends from the room into a midden chamber below, Spirals of green
stones cover the floor
Monster
6 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 #253
North Entry
East Entry
Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to break DC)
Archway
South Entry #1
South Entry #2
Archway
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 #254
North Entry #1
Trapped and Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5,
20 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
Archway
West Entry
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
Empty
Room #255
East Entry #1
East Entry #2
Secret (Search DC 25) Trapped and Unlocked Stone Door (hard 8, 60 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.
Empty
Room #256
North Entry
Archway
Room #256
North Entry
West Entry
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; 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.
Room Features
Room #257
Archway
North Entry
East Entry
Room Features
Monster
A narrow shaft descends from the room into a magical cyst below, A crude
bookcase and pile of books sit in the north-west corner of the room
Room #258
West Entry
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry #1
Archway
East Entry #2
East Entry #3
East Entry #4
Archway
Room Features
Monster
A buzzing noise can be faintly heard near the south wall, A pile of iron spikes lies
in the north-east corner of the room
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 #259
North Entry #1
North Entry #2
Room Features
Several iron cages are scattered throughout the room, A shattered club lies in the
south side of the room
Hidden Treasure
Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 25, break DC
15; hard 5, 10 hp)
1600 gp; Bloodstone (60 gp), Deep Blue Spinel (300 gp), Jasper (30 gp),
Moonstone (60 gp), Rich Purple Corundum (1200 gp); Rod of Silent Metamagic
(lesser) (3000 gp) (Inscription provides clue to function); hoard total 6250 gp
Room #260
North Entry
West Entry
South Entry
Room Features
Monster
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
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.
A shallow pit lies in the north side of the room, A putrid odor fills 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 #261
North Entry
East Entry
South Entry
Room Features
Room #262
West Entry #1
West Entry #2
East Entry
South Entry
Trapped and Locked Stone Door (Open Lock DC 25, 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.
Archway
Empty
Room #263
North Entry
Empty
Room #264
North Entry #1
North Entry #2
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
North Entry #2
East Entry
South Entry
Room Features
Monster
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
A tile labyrinth covers the floor, The scent of ozone fills the north-east corner of
the room
15 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 #265
East Entry #1
Archway
East Entry #2
Archway
South Entry
Monster
Secret (Search DC 30) Locked Stone Door (Open Lock DC 30, 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.
12 x Gray Render Zombie
Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6
squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base
Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full
Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10
ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft.,
undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis
10, Cha 1
Skills and Feats: -; Toughness
Room #266
North Entry
West Entry
Room Features
Room #267
North Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
South Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
Room Features
Monster
A tapestry of legendary monsters hangs from the west wall, A large demonic idol
sits in the north-west corner of 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 #268
Room #268
Room #269
West Entry #1
West Entry #2
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry #1
East Entry #2
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced,
+10 to break DC)
South Entry #1
South Entry #2
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features
Part of the east wall has collapsed into the room, A mural of ghoulish carnage
covers the ceiling
West Entry #1
West Entry #2
East Entry
Room Features
Room #270
North Entry
East Entry
South Entry
Monster
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
A stone ramp ascends towards the east wall, A toppled statue lies in the north side
of the room
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp)
12 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp
+15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged
(1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee
(1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -;
SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft.,
immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23,
Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Trap
Room #271
Room #272
Phantasmal Killer Trap: CR 5; magic device; proximity trigger (alarm covering the
entire room); automatic reset; spell effect (Phantasmal Killer, 7th level wizard, DC
16 Will save for disbelief and DC 16 Fort save for partial effect); Search DC 29;
Disable Device DC 29.
East Entry
Room Features
A tile mosaic of a legendary battle covers the floor, An iron chandelier hangs from
the ceiling in the north-east corner of the room
West Entry
East Entry
Room Features
Monster
A chute falls into the room from above, A pile of candles lies in the west side of the
room
3 x Greater Shadow
Monster
3 x Greater Shadow
Greater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;
Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flatfooted 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk
+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,
strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,
undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack
Room #273
North Entry #1
Archway
North Entry #2
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset;
spell effect (Black Tentacles, 7th level wizard, 1d4+7 tentacles, Atk +7 melee
[1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two
adjacent 5 ft. squares); Search DC 29; Disable Device DC 29.
West Entry
Room Features
Room #274
North Entry
West Entry
Room Features
Monster
A large demonic idol sits in the south-east corner of the room, A sour odor fills 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)
Room #275
West Entry
East Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spell
effect (Destruction, 13th level cleric, DC 20 Fortitude save for 10d6 damage);
Search DC 32; Disable Device DC 32.
South Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Empty
Room #276
West Entry
South Entry
Room Features
Room #277
North Entry #1
North Entry #2
North Entry #3
West Entry
East Entry
Room Features
Monster
A chute falls into the room from above, A wooden ladder rests against the west wall
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 #278
North Entry
East Entry
South Entry
Room Features
Room #279
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
A circle of tall stones stands in the north side of the room, A metallic odor fills the
center of the room
North Entry
South Entry
Room Features
Room #280
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
North Entry
The room has a high domed ceiling, The scent of urine fills the room
West Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
East Entry
Trapped and Stuck Simple Wooden Door (break DC 13; 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.
South Entry #1
South Entry #2
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides up, +2 to break
DC)
Empty
Room #281
East Entry
Room Features
Monster
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
Hidden Treasure
Room #282
North Entry
Archway
West Entry #1
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
West Entry #2
Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; 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
Room Features
Monster
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
A mural of legendary monsters covers the ceiling, Several bent copper coins 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 #283
West Entry
East Entry
Empty
Room #284
Room #285
West Entry
South Entry #1
South Entry #2
Room Features
Several iron cages are scattered throughout the room, A broken door lies in the
west side of the room
North Entry
West Entry
South Entry
Room Features
Room #286
West Entry
Archway
South Entry
Archway
Room Features
Monster
A chute falls into the room from above, A pile of torches lies in the south side of
the room
1 x Devourer
Devourer: CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft.
(6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp
+19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws);
Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV
Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen
+18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5
following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved
Initiative, Weapon Focus (claw)
Room #287
North Entry
West Entry
Room Features
Room #288
West Entry
East Entry
Archway
Room Features
Room #289
North Entry
A chute falls into the room from above, Spirals of white stones cover the floor
West Entry
East Entry
South Entry
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Monster
9 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; Bolt of Platinum Cloth (1100 gp), Carved Wooden Ring (10
gp), Iron Holy Symbol (of a Sun God) (120 gp), Jet Sundial (1800 gp), Wood
Framed Painting (300 gp); Heavy Wooden Shield (Medium) (+1 shield, Light
Fortification) (4157 gp); hoard total 8487 gp