The Dark Castellan s Keep 12 12

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  • The Dark Castellan's Keep 12

    Level 12

    General Dungeon Walls Reinforced Masonry (Climb DC 20)

    Dungeon Floor Hewn Stone (Balance DC 10 to charge or run)

    Temperature Warm

  • Illumination Dark (individual creatures may carry lights)

    Corridors a Numerous pillars line the corridor

    c A large demonic idol with ruby eyes sits in an alcove here

    e A group of demonic faces have been carved into the walls

    i A chute descends from the corridor into the next dungeon level down

    m The walls here have been engraved with geometric patterns

    n The walls here have been engraved with arcane glyphs

    r A narrow shaft falls into the corridor from above

    s Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device DC30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of cold,15d6 cold damage, DC 17 Reflex save for half damage); multiple targets(all targets in a 60 ft. cone)

    u The walls here have been engraved with alien symbols

    v A 5-foot wide chasm cuts across the corridor

    w The walls here have been engraved with incoherent labyrinths

    x The walls here have been engraved with glowing symbols

    z Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device DC34; Trigger visual (true seeing); Reset none; Effect spell effect (energydrain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23Fortitude negates after 24 hours)

    WanderingMonsters

    1 1 x Adult Green Dragon, actively patrolling their territory

    2 5 x Spectre, lost and desperate

    3 7 x Spectre, wandering senselessly

    4 7 x Ghost, returning to their lair with plunder

    5 2 x Vampire, investigating a strange noise

    6 8 x Spectre, tracking the party

    Room #1 North Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 25, break DC 28;hard 10, 60 hp)

    The door is concealed behind an area of slime

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

    Leads to room #59South Entry Secret (Search DC 30) Unlocked Strong Wooden Door (hard 5, 20 hp)

    The door is located several feet above the floor and concealed behindan area of fungus

    Empty

    Room #2 South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) (slidesdown, +1 to break DC)

    Room Features Several iron cages are scattered throughout the room, A charred woodenshield lies in the center of the room

  • Room #3 West Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) Leads to room #60

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

    Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

    Room Features A fountain of water sits against the south wall, A clicking noise can befaintly heard near the south wall

    Monster 12 x Mummy

    Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24);Fort +4, Ref +2, Will +8; DR 5/-; Immune undead traits; Weak vulnerable tofire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23

    Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,Skill Focus (Perception), Weapon Focus (slam)

    Treasure: 411 pp, 2026 gp, 355 sp, 1530 cp; Bloodstone (60 gp), Carnelian(45 gp), Carnelian (50 gp), Deep Blue Spinel (100 gp), Garnet (120 gp),Milky Quartz (55 gp), Moonstone (50 gp), Opal (550 gp), Red Spinel (45gp), Topaz (450 gp), Topaz (500 gp), Tourmaline (110 gp); MasterworkComposite Shortbow (375 gp), Masterwork Dagger (302 gp), MasterworkShortsword (310 gp); Scroll of Burning Hands (cr, 25 gp); hoard total 9333gp 8 sp

    Room #4 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    Leads to room #71, inhabited by 7 x MummySouth Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20

    hp)

    Leads to room #76South Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

    Teleporter Crystal: CR 12; magic; Perception DC 28; Disable DeviceDC 26; Trigger touch; Reset none; Effect teleport (teleported one leveldown, DC 14 Will save negates)

    Leads to room #53, inhabited by 1 x Lich

    Room Features A magical mosaic on the east wall depicts the betrayal of whomever viewsit, A balcony hangs from the south wall

    Monster 5 x Greater Shadow

    Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init +5;Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-footed 12(+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5, Ref +8, Will +7;DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40ft. (good); Melee incorporeal touch +11 (1d8 Strength); SA create spawn (asper shadow), strength damage; Str -, Dex 20, Con -, Int 6, Wis 12, Cha 15;Base Atk +6, CMB +11, CMD 24

    Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus (Perception,Stealth)

    Treasure: 21 pp, 131 gp, 400 sp, 1400 cp; Azurite (10 gp), Freshwater Pearl(8 gp), Peridot (35 gp), Rhodochrosite (9 gp), Rock Quartz (11 gp), Tigereye(7 gp); Potion of Endure Elements (cr, 50 gp), Potion of Gaseous Form (cr,750 gp), Potion of Shield of Faith (cr, 50 gp), Potion of Tongues (cr, 750gp), Scroll of Mage's Disjunction (cr, 3825 gp), Scroll of Remove Fear (cr,25 gp), Scroll of Scare (cr, 150 gp), Scroll of See Invisibility (cr, 150 gp),

  • 25 gp), Scroll of Scare (cr, 150 gp), Scroll of See Invisibility (cr, 150 gp),Scroll of Storm of Vengeance (cr, 3825 gp), Wand of Expeditious Retreat(cr, 750 gp); hoard total 10800 gp

    Room #5 North Entry #1 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

    A bookcase and concealed door pivots smoothly

    North Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

    West Entry Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)

    The door is located near the ceiling and only two feet high

    Leads to room #75, inhabited by 5 x VampireSouth Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)

    Teleporter Crystal: CR 10; magic; Perception DC 26; Disable DeviceDC 26; Trigger touch; Reset none; Effect teleport (teleported one leveldown, DC 16 Will save negates)

    Leads to room #71, inhabited by 7 x Mummy

    Room Features Several square holes are cut into the ceiling and floor, A tapestry ofancient mythology hangs from the east wall

    Room #6 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

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

    Empty

    Room #7 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to breakDC)

    Symbol of Hypnosis: CR 14; magic; Perception DC 28; Disable DeviceDC 30; Trigger proximity (alarm); Reset none; Effect hypnosis (dazedfor 1d4 rounds, DC 18 Will save negates); multiple targets (all targetsin a 10 ft. radius burst)

    West Entry #1 Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28;hard 10, 60 hp)

    The door is concealed behind a pile of skulls

    West Entry #2 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    The door is concealed behind a statue of a demonic sorceress, andopened by moving her hand

    Empty

    Room #8 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

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

    Leads to room #78South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Symbol of Hypnosis: CR 14; magic; Perception DC 28; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect hypnosis (dazed

  • DC 26; Trigger proximity (alarm); Reset none; Effect hypnosis (dazedfor 1d4 rounds, DC 18 Will save negates); multiple targets (all targetsin a 10 ft. radius burst)

    Room Features Spirals of yellow stones cover the floor, A stone dais and throne sits in thesouth side of the room

    Monster 9 x Ghost

    Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73 (7d8+42); Fort+7, Ref +5, Will +7; DA channel resistance +4, incorporeal, rejuvenation;Immune undead traits; Speed fly 30 ft. (perfect); Melee corrupting touch +6(7d6, Fort. DC 18 half); SA frightful moan (DC 18); Str -, Dex 12, Con -, Int10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22

    Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, ImprovedInitiative, Iron Will, Lightning Reflexes, Toughness

    Treasure: 360 pp, 3020 gp, 560 sp, 2000 cp; Jasper (55 gp), Jet (120 gp),Lapis Lazuli (9 gp), Opal (450 gp), Peridot (55 gp), Pyrite (9 gp), Sardonyx(50 gp); Masterwork Battleaxe (310 gp); Potion of Stabilize (cr, 25 gp),Potion of Touch of the Sea (apg, 50 gp), Scroll of Disguise Self (cr, 25 gp);hoard total 7854 gp

    Room #9 East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) Arrow Trap: CR 10; mechanical; Perception DC 26; Disable Device DC

    26; Trigger location; Reset manual; Effect Atk +16 ranged (10d6/x3)

    Leads to room #39, inhabited by 5 x Vampire

    Room Features Numerous pillars line the south and west walls, The floor is covered withmold

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

    A bookcase and concealed door pivots smoothly

    Leads to room #67East Entry Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open

    Lock DC 25, break DC 25; hard 5, 20 hp)

    The door is located above a small stone dais and concealed by anillusion

    Maximized Fireball Trap: CR 13; magic; Perception DC 31; DisableDevice DC 31; Trigger proximity (alarm); Reset none; Effect spelleffect (fireball, 60 fire damage, DC 14 Reflex save for half damage);multiple targets (all targets in a 20 ft. radius burst)

    Empty

    Room #11 West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;

    Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

    East Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) (slidesup, +2 to break DC)

    Leads to room #47

    Room Features A toppled statue lies in the west side of the room, Numerous monstrousskulls lie within niches in the north and west walls

  • Room #12 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp) (slides up, +2 to break DC)

    East Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Rune of Confusion: CR 10; magic; Perception DC 24; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect confusion(confused for 1d4 rounds, DC 18 Will save negates); multiple targets(all targets in a 10 ft. radius burst)

    Leads to room #81South Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20

    hp)

    Monster 7 x Ghost

    Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73 (7d8+42); Fort+7, Ref +5, Will +7; DA channel resistance +4, incorporeal, rejuvenation;Immune undead traits; Speed fly 30 ft. (perfect); Melee corrupting touch +6(7d6, Fort. DC 18 half); SA frightful moan (DC 18); Str -, Dex 12, Con -, Int10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22

    Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, ImprovedInitiative, Iron Will, Lightning Reflexes, Toughness

    Treasure: 40 gp, 140 sp; Battleaxe (+1 weapon) (2310 gp), Greatsword (+1weapon) (inscription provides clue to function) (2350 gp), Half-plate (+1armor) (1750 gp), Potion of Guidance (cr, 25 gp), Potion of Reduce Person(cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Scroll of Icicle Dagger (um,25 gp), Wand of Divine Favor (cr, 750 gp); hoard total 7364 gp

    Room #13 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Falling Block: CR 12; mechanical; Perception DC 24; Disable Device

    DC 24; Trigger location; Reset none; Effect Atk +16 melee (10d6);multiple targets (all targets in a 10 ft. square area)

    East Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,60 hp)

    Falling Block: CR 11; mechanical; Perception DC 24; Disable DeviceDC 26; Trigger location; Reset none; Effect Atk +16 melee (11d6);multiple targets (all targets in a 10 ft. square area)

    Room Features The south and east walls are covered with bloodstains, A pile of emptyflasks lies in the center of the room

    Room #14 North Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    The door is located above a small stone dais and concealed behind apile of skulls

    Leads to room #31East Entry Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open Lock

    DC 40, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)

    The door is concealed within a mosaic of arcane patterns

    Rune of Confusion: CR 11; magic; Perception DC 26; Disable DeviceDC 24; Trigger proximity (alarm); Reset none; Effect confusion(confused for 1d4 rounds, DC 14 Will save negates); multiple targets(all targets in a 10 ft. radius burst)

    Leads to room #52, inhabited by 5 x Greater Shadow

    Room Features A tile mosaic of legendary monsters covers the floor, A simple fireplace sits

  • Room Features A tile mosaic of legendary monsters covers the floor, A simple fireplace sitsagainst the west wall

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

    Leads to room #42, inhabited by 5 x VampireEast Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15

    hp)

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

    Monster 2 x Frost Giant

    Frost Giant: CR 9, XP 6400; CE Large Humanoid (cold, giant); Init -1;Senses low-light vision; Perception +10; AC 21, touch 8, flat-footed 21 (+4armor, -1 Dex, +9 natural, -1 size); hp 133 (14d8+70); Fort +14, Ref +3, Will+6; DA rock catching; Immune cold; Weak vulnerability to fire; Speed 40ft.; Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9); Ranged rock+9 (1d8+13); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 29,Dex 9, Con 20, Int 10, Wis 14, Cha 11; Base Atk +10, CMB +20, CMD 29

    Skills and Feats: Climb +13, Craft (any one) +7, Intimidate +7, Perception+10, Stealth +2 (+6 in snow); Cleave, Great Cleave, Improved Overrun,Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack,Skill Focus (Stealth)

    Treasure: 175 gp, 40 sp; Alabaster (8 gp), Chrysoprase (45 gp), Chrysoprase(65 gp), Ivory (40 gp), Jade (110 gp), Jade (120 gp), 2 x Opal (500 gp), RoseQuartz (35 gp), Shell (9 gp), Smoky Quartz (65 gp); Masterwork Breastplate(350 gp), Masterwork Composite Longbow (400 gp), Masterwork Longbow(375 gp), Masterwork Scale Mail (200 gp); 2 x Oil of Magic Weapon (cr, 50gp), Potion of Bull's Strength (cr, 300 gp), Potion of Jump (cr, 50 gp), Potionof Protection from Evil (cr, 50 gp), Potion of Resist Electricity (3rd) (cr, 300gp), Potion of Undetectable Alignment (cr, 300 gp), Potion of Virtue (cr, 25gp), Scroll of Doom (cr, 25 gp), Scroll of Flaming Sphere (cr, 150 gp), Scrollof Stone Shield (arg, 25 gp), Wand of Bane (cr, 750 gp), Wand of CorrosiveTouch (um, 750 gp), Wand of Mending (cr, 375 gp) (design provides clue tofunction), Wand of Mending (cr, 375 gp), Wand of Vanish (apg, 750 gp);hoard total 7326 gp

    Room #16 North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (slidesto one side, +1 to break DC)

    West Entry Secret (Search DC 25) Trapped and Locked Simple Wooden Door (OpenLock DC 20, break DC 15; hard 5, 10 hp)

    The door is concealed within an upright sarcophagus

    Fire Spray: CR 14; magic; Perception DC 28; Disable Device DC 26;Trigger visual (true seeing); Reset none; Effect fire spray (15d6 firedamage, DC 16 Reflex save for half damage)

    Empty

    Room #17 West Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;hard 8, 60 hp)

    The door is opened by twisting an iron ring

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

    Acid Spray: CR 13; magic; Perception DC 30; Disable Device DC 28;Trigger proximity (alarm); Reset none; Effect acid spray (13d6 aciddamage, DC 18 Reflex save for half damage)

    Room Features A magical altar in the center of the room grants greater dexterity towhomever sacrifices a gemstone (but only once), An iron sarcophagus sitsin the north-west corner of the room

  • Room #18 West Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

    Leads to room #52, inhabited by 5 x Greater ShadowSouth Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one

    side, +1 to break DC)

    Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

    Leads to room #37

    Room Features A group of monstrous faces have been carved into the west wall, Someonehas scrawled a draconic face on the north wall

    Room #19 West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;hard 5, 20 hp)

    Fire Spray: CR 13; magic; Perception DC 26; Disable Device DC 28;Trigger proximity (alarm); Reset none; Effect fire spray (15d6 firedamage, DC 20 Reflex save for half damage)

    Room Features A stone stair ascends towards the south wall, A forge and anvil sit in thesouth-east corner of the room

    Room #20 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp)

    Earthmaw Trap: CR 14; magic; Perception DC 30; Disable Device DC26; Trigger location; Reset none; Effect earthmaw (13d6 damage, DC18 Reflex save for half damage)

    Leads to room #22East Entry #1 Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)

    The door is concealed by an illusion

    East Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

    One-way Door: CR 12; mechanical; Perception DC 24; Disable DeviceDC 26

    Room Features Several square holes are cut into the ceiling and floor, A tile labyrinthcovers the floor

    Room #21 West Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,60 hp)

    Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

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

    Monster 4 x Vampire

    Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast

  • 18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fasthealing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plusenergy drain); SA blood drain, children of the night, create spawn,dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26; Base Atk+4, CMB +7, CMD 24; SQ change shape (dire bat or wolf, beast shape II),gaseous form, shadowless, spider climb

    Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge (religion)+10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, UseMagic Device +19; Alertness, Blind-Fight, Combat Casting, CombatReflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse

    Treasure: 163 gp, 110 sp, 1200 cp; Aquamarine (400 gp), Bloodstone (40gp), Carnelian (55 gp), Deep Blue Spinel (120 gp), 2 x Freshwater Pearl (11gp), Jade (100 gp), Opal (650 gp), Sardonyx (55 gp), 2 x Zircon (65 gp);Masterwork Tower Shield (180 gp); Battleaxe (+2 weapon) (sheds light)(8310 gp), Burglar's Buckler (4655 gp), Scroll of Nondetection (cr, 425 gp),Wand of Bleed (cr, 375 gp) (design provides clue to function); hoard total15703 gp

    Room #22 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) Leads to room #77

    South Entry #1 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp)

    Earthmaw Trap: CR 14; magic; Perception DC 30; Disable Device DC26; Trigger location; Reset none; Effect earthmaw (13d6 damage, DC18 Reflex save for half damage)

    Leads to room #20South Entry #2 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one

    side, +1 to break DC)

    Falling Block: CR 12; mechanical; Perception DC 26; Disable DeviceDC 28; Trigger location; Reset none; Effect Atk +16 melee (12d6);multiple targets (all targets in a 10 ft. square area)

    Leads to room #80

    Room Features Several iron cages are scattered throughout the room, A broken spear liesin the west side of the room

    Room #23 East Entry Secret (Search DC 20) Trapped and Unlocked Simple Wooden Door (hard 5,10 hp)

    The door is concealed behind a statue of a noble king, and opened bystabbing a sword into his back

    One-way Door: CR 10; mechanical; Perception DC 24; Disable DeviceDC 24

    Empty

    Room #24 West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) Leads to room #77

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

    Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

    Leads to room #38

    Room Features A rope ascends to a balcony hanging from the west wall, An altar of evil

  • Room Features A rope ascends to a balcony hanging from the west wall, An altar of evilsits in the south-east corner of the room

    Monster 10 x Mohrg

    Mohrg: CR 8, XP 4800; CE Medium Undead; Init +8; Senses darkvision 60ft.; Perception +20; AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8natural); hp 91 (14d8+28); Fort +6, Ref +10, Will +9; Immune undead traits;Speed 30 ft.; Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch(paralysis); SA create spawn, paralysis (1d4 minutes, DC 21); Str 21, Dex19, Con -, Int 11, Wis 10, Cha 14; Base Atk +10, CMB +15 (+19 grapple),CMD 30

    Skills and Feats: Climb +22, Perception +23, Stealth +21, Swim +19; AbilityFocus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility,Skill Focus (Perception), Spring Attack

    Treasure: 732 pp, 4089 gp, 246 sp, 100 cp; Carnelian (55 gp), Chrysoberyl(90 gp), Coral (100 gp), Jade (120 gp), Jasper (45 gp), Jet (80 gp), MilkyQuartz (60 gp), 2 x Moonstone (45 gp), Obsidian (10 gp), Peridot (45 gp),Rose Quartz (35 gp), Sardonyx (40 gp), Smoky Quartz (40 gp), 2 x Topaz(350 gp), 2 x Topaz (450 gp), Turquoise (8 gp), Turquoise (12 gp); Oil ofMagic Weapon (cr, 50 gp), Oil of Purify Food and Drink (cr, 25 gp), Potionof Blur (cr, 300 gp), Scroll of Corrosive Touch (um, 25 gp), Scroll of DetectUndead (cr, 25 gp), Scroll of Stabilize (cr, 12 gp 5 sp), Scroll of True Strike(cr, 25 gp), Wand of Reduce Person (cr, 750 gp); hoard total 15077 gp 1 sp

    Room #25 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    Leads to room #73East Entry Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,

    60 hp)

    Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable DeviceDC 30; Trigger proximity (alarm); Reset none; Effect spell effect (coneof cold, 15d6 cold damage, DC 17 Reflex save for half damage);multiple targets (all targets in a 60 ft. cone)

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

    A bookcase and concealed door pivots smoothly

    Leads to room #53, inhabited by 1 x Lich

    Room Features A fountain of water sits against the south wall, Someone has scrawled acrude drawing of an orc on the east wall

    Monster 5 x Vampire

    Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fasthealing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plusenergy drain); SA blood drain, children of the night, create spawn,dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26; Base Atk+4, CMB +7, CMD 24; SQ change shape (dire bat or wolf, beast shape II),gaseous form, shadowless, spider climb

    Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge (religion)+10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, UseMagic Device +19; Alertness, Blind-Fight, Combat Casting, CombatReflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse

    Treasure: 10 pp, 158 gp, 163 sp, 860 cp; Amber (80 gp), Amethyst (70 gp),Black Pearl (500 gp), Black Pearl (550 gp), Chrysoprase (50 gp), Hematite(10 gp), Jasper (60 gp), Milky Quartz (65 gp), Obsidian (12 gp), Peridot (50gp), Rose Quartz (50 gp), Tigereye (12 gp); Masterwork Light Steel Shield(159 gp); Scroll of Bear's Endurance (cr, 150 gp), Scroll of Giant Form I (cr,2275 gp), Scroll of Light (cr, 12 gp 5 sp), Scroll of Summon Swarm (cr, 150gp), Wand of Greater Magic Weapon (cr, 11250 gp) (inscription providesclue to function), Wand of Resistance (cr, 375 gp), Wand of Resistance (cr,375 gp) (design provides clue to function), Wand of Speak with Animals

  • 375 gp) (design provides clue to function), Wand of Speak with Animals(cr, 750 gp); hoard total 17288 gp 4 sp

    Room #26 North Entry Secret (Search DC 30) Trapped and Unlocked Iron Door (hard 10, 60 hp) The door is concealed behind a tapestry of ancient mythology

    Electrified Lock: CR 11; magic; Perception DC 28; Disable Device DC28; Trigger touch; Reset none; Effect electric shock (12d6 electricitydamage, DC 16 Reflex save for half damage)

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

    Ice Dart Trap: CR 12; magic; Perception DC 24; Disable Device DC 24;Trigger proximity (alarm); Reset none; Effect Atk +14 ranged (10d6cold)

    Room Features Several square holes are cut into the east and west walls, The ceiling iscovered with cobwebs

    Monster 1 x Lich

    Lich: CR 12, XP 19200; NE Medium Undead (augmented humanoid); Init +2;Senses darkvision 60 ft., life sight*; Perception +24; Aura fear (60-ft.radius, DC 18); AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2Dex, +5 natural); hp 111 (11d6+55 plus 15 false life); Fort +6, Ref +7, Will+11; DA channel resistance +4; DR 15/bludgeoning and magic; Immunecold, electricity, undead traits; Speed 30 ft.; Melee touch +5 (1d8+5 plusparalyzing touch); SA grave touch* (9/day), paralyzing touch (DC 18),power over undead* (9/day, DC 18); Spells CL 11th; Str 10, Dex 14, Con -,Int 22, Wis 14, Cha 16; Base Atk +5, CMB +5, CMD 25

    Skills and Feats: Craft (alchemy) +20, Intimidate +17, Knowledge (arcana)+20, Knowledge (planes) +20, Linguistics +20, Perception +24, SenseMotive +24, Spellcraft +20, Stealth +24; Craft Wondrous Item, DefensiveCombat Training, Extend Spell, Improved Lightning Reflexes, Iron Will,Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll,Toughness

    Treasure: 459 pp, 3124 gp, 39 sp, 70 cp; Amethyst (90 gp), Aquamarine(350 gp), Bloodstone (40 gp), Bloodstone (55 gp), Garnet (120 gp),Moonstone (50 gp), Onyx (45 gp), Opal (450 gp), Opal (650 gp), RoseQuartz (45 gp), Saltwater Pearl (110 gp), Sardonyx (60 gp), Shell (7 gp),Turquoise (10 gp); Masterwork Battleaxe (310 gp), Masterwork Longsword(315 gp); Oil of Magic Weapon (cr, 50 gp), Potion of Guidance (cr, 25 gp),Scroll of See Invisibility (cr, 150 gp); hoard total 10650 gp 6 sp

    Room #27 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable

    Device DC 31; Trigger proximity (alarm); Reset none; Effect spelleffect (fireball, 60 fire damage, DC 14 Reflex save for half damage);multiple targets (all targets in a 20 ft. radius burst)

    Leads to room #74West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10

    hp)

    Leads to room #41South Entry #1 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10

    hp)

    A bookcase and concealed door pivots smoothly

    Leads to room #58, inhabited by 5 x GhostSouth Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Energy Drain Trap: CR 10; magic; Perception DC 34; Disable DeviceDC 34; Trigger visual (true seeing); Reset none; Effect spell effect(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,DC 23 Fortitude negates after 24 hours)

    Room Features Someone has scrawled "The Lions of Stypool looted this place" in goblin

  • Room Features Someone has scrawled "The Lions of Stypool looted this place" in goblinrunes on the north wall, A bloody journal lies in the south side of the room

    Monster 6 x Greater Shadow

    Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init +5;Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-footed 12(+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5, Ref +8, Will +7;DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40ft. (good); Melee incorporeal touch +11 (1d8 Strength); SA create spawn (asper shadow), strength damage; Str -, Dex 20, Con -, Int 6, Wis 12, Cha 15;Base Atk +6, CMB +11, CMD 24

    Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus (Perception,Stealth)

    Treasure: 320 pp, 2414 gp, 490 sp, 3100 cp; Breastplate (+1 armor) (1350gp), Light Flail (+1 weapon) (2308 gp), Scroll of Cause Fear (cr, 25 gp),Wand of Doom (cr, 750 gp); hoard total 10127 gp

    Room #28 North Entry Secret (Search DC 30) Locked Iron Door (Open Lock DC 30, break DC 28;hard 10, 60 hp)

    A bookcase and concealed door pivots smoothly

    Leads to room #34, inhabited by 15 x MummyWest Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

    Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

    Room Features A magical mosaic on the south wall depicts the betrayal of whomeverviews it, Someone has scrawled "The Dragons of Sheledzar killed a blackdragon here" in draconic script on the south wall

    Room #29 North Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) Ice Dart Trap: CR 11; magic; Perception DC 24; Disable Device DC 26;

    Trigger proximity (alarm); Reset none; Effect Atk +14 ranged (11d6cold)

    North Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp)

    Symbol of Panic: CR 10; magic; Perception DC 26; Disable Device DC28; Trigger proximity (alarm); Reset none; Effect fear (panicked for 1d4rounds, DC 18 Will save negates); multiple targets (all targets in a 10ft. radius burst)

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

    The door is concealed behind a statue of a hydra, and opened byreaching into several of its mouths

    Room Features Spirals of white stones cover the floor, Someone has scrawled "In the Seaof Incantations, when the White Hart is chained and death becomes life,the Wanderers shall triumph" on the east wall

    Monster 3 x Mohrg

    Mohrg: CR 8, XP 4800; CE Medium Undead; Init +8; Senses darkvision 60ft.; Perception +20; AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8natural); hp 91 (14d8+28); Fort +6, Ref +10, Will +9; Immune undead traits;Speed 30 ft.; Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch(paralysis); SA create spawn, paralysis (1d4 minutes, DC 21); Str 21, Dex19, Con -, Int 11, Wis 10, Cha 14; Base Atk +10, CMB +15 (+19 grapple),CMD 30

    Skills and Feats: Climb +22, Perception +23, Stealth +21, Swim +19; Ability

  • Skills and Feats: Climb +22, Perception +23, Stealth +21, Swim +19; AbilityFocus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility,Skill Focus (Perception), Spring Attack

    Treasure: 450 pp, 1993 gp, 60 sp; Opal (600 gp), Rose Quartz (55 gp),Smoky Quartz (45 gp), Tourmaline (130 gp); Masterwork Bolas (305 gp);Potion of Stabilize (cr, 25 gp), Scroll of Ant Haul (apg, 25 gp), Wand ofDaze (cr, 375 gp); hoard total 8059 gp

    Trap Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device DC30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of cold,15d6 cold damage, DC 17 Reflex save for half damage); multiple targets(all targets in a 60 ft. cone)

    Room #30 North Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

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

    Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

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

    Leads to room #74

    Trap Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable DeviceDC 31; Trigger proximity (alarm); Reset none; Effect spell effect (fireball,60 fire damage, DC 14 Reflex save for half damage); multiple targets (alltargets in a 20 ft. radius burst)

    Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28;hard 10, 60 hp)

    10 pp, 153 gp, 130 sp, 70 cp; Agate (12 gp), Alabaster (10 gp), Aquamarine(500 gp), Azurite (7 gp), Jet (100 gp), Lapis Lazuli (8 gp), Obsidian (10 gp),Onyx (50 gp), Peridot (55 gp), Rose Quartz (35 gp), Rose Quartz (50 gp),Sardonyx (60 gp), Turquoise (9 gp), Turquoise (10 gp); Potion of Cure LightWounds (cr, 50 gp), Potion of Protection from Law (cr, 50 gp), Scroll ofFlame Strike (cr, 700 gp), Scroll of Pernicious Poison (um, 150 gp), Wand ofReduce Animal (cr, 4500 gp); hoard total 6632 gp 7 sp

    Room #31 East Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device

    DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (coneof cold, 15d6 cold damage, DC 17 Reflex save for half damage);multiple targets (all targets in a 60 ft. cone)

    East Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    Leads to room #52, inhabited by 5 x Greater ShadowSouth Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10

    hp)

    The door is located above a small stone dais and concealed behind apile of skulls

    Leads to room #14

    Empty

    Room #32 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;hard 5, 10 hp)

    Guillotine Blade: CR 13; mechanical; Perception DC 30; DisableDevice DC 26; Trigger location; Reset manual; Effect Atk +17 melee(15d6/19-20)

    South Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,

  • South Entry Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,60 hp)

    Earthmaw Trap: CR 14; magic; Perception DC 26; Disable Device DC28; Trigger location; Reset none; Effect earthmaw (14d6 damage, DC20 Reflex save for half damage)

    Room Features An enchanted pool in the east side of the room restores youth to whomeverdrinks from it (but only once), Several pieces of rotting wood are scatteredthroughout the room

    Monster 14 x Mummy

    Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24);Fort +4, Ref +2, Will +8; DR 5/-; Immune undead traits; Weak vulnerable tofire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23

    Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,Skill Focus (Perception), Weapon Focus (slam)

    Treasure: 204 pp, 2475 gp, 110 sp; 2 x Carnelian (45 gp), Chrysoprase (55gp), 2 x Deep Blue Spinel (100 gp), Hematite (10 gp), Jade (100 gp), LapisLazuli (11 gp), Milky Quartz (55 gp), Milky Quartz (60 gp), Onyx (45 gp),Opal (400 gp), Rhodochrosite (12 gp), Smoky Quartz (45 gp), Tigereye (9gp), Topaz (550 gp), Topaz (600 gp), Turquoise (11 gp); MasterworkGreataxe (320 gp); Oil of Continual Flame (cr, 300 gp), Potion of Protectionfrom Evil (cr, 50 gp), Scroll Of Protection from Energy (cr, 375 gp), Scroll ofFlare (cr, 12 gp 5 gp), Wand of Mage Hand (cr, 375 gp) (inscriptionprovides clue to function); hoard total 8211 gp

    Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 25, break DC 28;hard 10, 60 hp)

    421 pp, 1544 gp, 190 sp; Agate (9 gp), Azurite (11 gp), Malachite (9 gp),Milky Quartz (60 gp), Red Spinel (45 gp), Rock Quartz (10 gp), Turquoise (8gp), Turquoise (11 gp); Carved jade idol (80 gp), Copper scepter with goldinlay (50 gp), 2 x Decorated silver plate (60 gp), Gold and platinumstatuette of a deity (750 gp), 2 x Gold holy symbol (100 gp), Gold mask(450 gp), Ivory drinking horn with copper ends (60 gp), Marble idol (300gp), Painting of a princess (100 gp), Porcelain mask (40 gp), Set of six ivorydice (30 gp), Set of six silver dice (75 gp), Silver brazier with religiousmarkings (80 gp), Silver candelabra with holy symbol (75 gp), 2 x Silverchalice with dragon carvings (150 gp), 2 x Silver chess set (50 gp), Silvercomb with ornate handle (75 gp), 2 x Silver holy symbol (25 gp), Silvernoble family seal (60 gp), Silver scepter with eagle symbols (125 gp);Scroll of Ray of Enfeeblement (cr, 25 gp); hoard total 9081 gp

    Room #33 East Entry Secret (Search DC 30) Trapped and Stuck Iron Door (break DC 28; hard 10,60 hp)

    The door is concealed behind an area of fungus

    Electrified Lock: CR 14; magic; Perception DC 26; Disable Device DC28; Trigger touch; Reset none; Effect electric shock (14d6 electricitydamage, DC 18 Reflex save for half damage)

    Room Features Several headless statues are scattered throughout the room, A charredwooden shield lies in the south side of the room

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

    1 pp, 152 gp, 350 sp, 1400 cp; Chrysoprase (45 gp), Jade (110 gp), Opal(550 gp), Peridot (65 gp), Rhodochrosite (8 gp), Rhodochrosite (9 gp), Zircon(65 gp); Book of lost songs by a famous bard (3000 gp), Gold decanter withgrape vine patterns (850 gp), Marble idol (300 gp), Platinum chalice withangel carvings (1250 gp); Oil of Light (cr, 25 gp), Potion of Hide fromAnimals (cr, 50 gp), Potion of Shield of Faith (cr, 50 gp), Scroll of CreatePit (apg, 150 gp), Scroll of Mage Armor (cr, 25 gp); hoard total 6763 gp

  • Room #34 West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;hard 5, 10 hp)

    Arrow Trap: CR 14; mechanical; Perception DC 30; Disable Device DC26; Trigger location; Reset manual; Effect Atk +17 ranged (15d6/x3)

    South Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Contact Poison: CR 12; mechanical; Perception DC 28; Disable DeviceDC 28; Trigger touch; Reset none; Effect contact poison (nitharit[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

    South Entry #2 Secret (Search DC 30) Locked Iron Door (Open Lock DC 30, break DC 28;hard 10, 60 hp)

    A bookcase and concealed door pivots smoothly

    Leads to room #28

    Room Features The room has a high domed ceiling, A fountain and statue of a God ofTrickery sits in the north-east corner of the room

    Monster 15 x Mummy

    Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24);Fort +4, Ref +2, Will +8; DR 5/-; Immune undead traits; Weak vulnerable tofire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23

    Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,Skill Focus (Perception), Weapon Focus (slam)

    Treasure: 31 pp, 221 gp, 210 sp, 1400 cp; Masterwork Longsword (315 gp),Masterwork Silver Dagger (322 gp); Battleaxe (+1 weapon) (sheds light)(2310 gp), Light Wooden Shield (+2 shield) (4153 gp), Oil of MagicWeapon (cr, 50 gp); hoard total 7716 gp

    Room #35 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

    Leads to room #84East Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,

    60 hp)

    Contact Poison: CR 11; mechanical; Perception DC 28; Disable DeviceDC 28; Trigger touch; Reset none; Effect contact poison (nitharit[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

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

    Room Features An altar of evil sits in the south-west corner of the room, Someone hasscrawled "Stay right" on the north wall

    Monster 3 x Vampire

    Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fasthealing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plusenergy drain); SA blood drain, children of the night, create spawn,dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26; Base Atk+4, CMB +7, CMD 24; SQ change shape (dire bat or wolf, beast shape II),gaseous form, shadowless, spider climb

    Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge (religion)+10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, UseMagic Device +19; Alertness, Blind-Fight, Combat Casting, CombatReflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,

  • Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse

    Treasure: 13 pp, 115 gp, 150 sp, 1200 cp; Amber (100 gp), Black Pearl (500gp), Peridot (35 gp), Zircon (45 gp); Oil of Magic Stone (cr, 50 gp), Potionof Remove Fear (cr, 50 gp), Scroll of Bear's Endurance (cr, 150 gp), Scrollof Overland Flight (cr, 1125 gp), Wand of Bull's Strength (cr, 4500 gp)(design provides clue to function); hoard total 6827 gp

    Room #36 East Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Arrow Trap: CR 13; mechanical; Perception DC 26; Disable Device DC

    28; Trigger location; Reset manual; Effect Atk +15 ranged (13d6/x3)

    Leads to room #37East Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    Room Features The floor is covered in square tiles, alternating white and black, The scentof smoke fills the north-west corner of the room

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

    33 pp, 241 gp, 241 sp, 1070 cp; Black Pearl (350 gp), Deep Blue Spinel (70gp), Ivory (60 gp), Onyx (55 gp), Peridot (35 gp), Rhodochrosite (7 gp), RockQuartz (12 gp), Rock Quartz (13 gp); Gold decanter with grape vinepatterns (850 gp), Gold puzzle box (500 gp), Gold urn containing hero'sashes (5000 gp), Platinum bowl with arcane engravings (800 gp), Silverhand mirror (75 gp); Scroll of Entangle (cr, 25 gp); hoard total 8457 gp 8 sp

    Room #37 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to oneside, +1 to break DC)

    Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

    Leads to room #18West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Arrow Trap: CR 13; mechanical; Perception DC 26; Disable Device DC28; Trigger location; Reset manual; Effect Atk +15 ranged (13d6/x3)

    Leads to room #36East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

    Ice Dart Trap: CR 13; magic; Perception DC 30; Disable Device DC 30;Trigger visual (arcane eye); Reset none; Effect Atk +15 ranged (14d6cold)

    Empty

    Room #38 North Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp) Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;

    Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

    Leads to room #24, inhabited by 10 x MohrgNorth Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10

    hp)

    Empty

  • Room #39 West Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) Arrow Trap: CR 10; mechanical; Perception DC 26; Disable Device DC

    26; Trigger location; Reset manual; Effect Atk +16 ranged (10d6/x3)

    Leads to room #9West Entry #2 Secret (Search DC 30) Trapped and Unlocked Good Wooden Door (hard 5,

    15 hp)

    The door is concealed behind an area of fungus

    One-way Door: CR 10; mechanical; Perception DC 24; Disable DeviceDC 26

    Monster 5 x Vampire

    Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fasthealing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plusenergy drain); SA blood drain, children of the night, create spawn,dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26; Base Atk+4, CMB +7, CMD 24; SQ change shape (dire bat or wolf, beast shape II),gaseous form, shadowless, spider climb

    Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge (religion)+10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, UseMagic Device +19; Alertness, Blind-Fight, Combat Casting, CombatReflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse

    Treasure: 67 pp, 427 gp, 60 sp; Masterwork Club (300 gp), MasterworkComposite Longbow (+1 Str bonus) (500 gp); Handaxe (+2 weapon) (shedslight) (8306 gp), Mistmail (2250 gp), Potion of Guidance (cr, 25 gp), Scrollof Sleep (cr, 25 gp), Wand of Summon Nature's Ally I (cr, 750 gp); hoardtotal 13259 gp

    Trap Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device DC30; Trigger proximity (alarm); Reset none; Effect spell effect (cone of cold,15d6 cold damage, DC 17 Reflex save for half damage); multiple targets(all targets in a 60 ft. cone)

    Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28;hard 10, 60 hp)

    58 pp, 531 gp, 547 sp, 2920 cp; Agate (8 gp), Agate (13 gp), Azurite (13gp), Obsidian (9 gp), Obsidian (12 gp), Peridot (50 gp), Pyrite (8 gp), Sard(40 gp); Decorated gold plate (700 gp), Decorated silver plate (60 gp),Gold and mithral chess set (1000 gp), Helm carved from a pit fiend skull(5000 gp), Painting of a queen by a master (1500 gp), Silver holy symbol(25 gp); Oil of Arcane Mark (cr, 25 gp); hoard total 9657 gp 9 sp

    Room #40 West Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;hard 5, 20 hp)

    Guillotine Blade: CR 11; mechanical; Perception DC 24; DisableDevice DC 26; Trigger location; Reset manual; Effect Atk +16 melee(12d6/19-20)

    Leads to room #43South Entry Secret (Search DC 30) Unlocked Iron Door (hard 10, 60 hp)

    The door is concealed behind a tapestry of vile acts

    Room Features Several iron cages are scattered throughout the room, A rustling noise fillsthe room

    Monster 10 x Succubus

    Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception

  • extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40);Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);Melee 2 claws +11 (1d6+1); SA energy drain, profane gift, spell-likeabilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Mediumhumanoid)

    Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, SenseMotive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,Weapon Finesse

    Treasure: 40 pp, 735 gp, 1440 sp, 13400 cp; Amethyst (100 gp), Amethyst(130 gp), Aquamarine (500 gp), Bloodstone (45 gp), Chrysoberyl (100 gp),Citrine (45 gp), Coral (90 gp), Coral (110 gp), Deep Blue Spinel (100 gp),Garnet (100 gp), Jade (100 gp), Jasper (50 gp), Opal (400 gp), SaltwaterPearl (100 gp), Sardonyx (40 gp), Zircon (45 gp); Gold and platinumstatuette of a deity (750 gp); Masterwork Dagger (302 gp), MasterworkFalchion (375 gp); Bracers of Steadiness (2000 gp), Breastplate (+1 armor)(1350 gp), Greatsword (+1 weapon) (2350 gp), Oil of Purify Food and Drink(cr, 25 gp), Potion of Nondetection (cr, 800 gp), Potion of Protection fromElectricity (5th) (cr, 750 gp), Scroll of Disintegrate (cr, 1650 gp), Scroll ofObscuring Mist (cr, 25 gp), Scroll of Resist Energy (cr, 150 gp), Wand ofBless (cr, 750 gp), Wand of Entangle (cr, 750 gp), Wand of Knock (cr, 4500gp) (design provides clue to function), Wand of Mage Hand (cr, 375 gp);hoard total 20370 gp

    Room #41 West Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,60 hp)

    Magic Missle Trap: CR 10; magic; Perception DC 28; Disable DeviceDC 26; Trigger visual (true seeing); Reset none; Effect magic missile(7d6 force damage); never miss

    Leads to room #52, inhabited by 5 x Greater ShadowEast Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10

    hp)

    Leads to room #27, inhabited by 6 x Greater Shadow

    Empty

    Room #42 North Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,60 hp)

    Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

    Leads to room #78East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15

    hp)

    Leads to room #15, inhabited by 2 x Frost GiantSouth Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10

    hp)

    The door is concealed behind a statue of an armored warrior, andopened by moving his sword

    Room Features A tile labyrinth covers the floor, Ghostly wailing fills the room

    Monster 5 x Vampire

    Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast

  • healing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plusenergy drain); SA blood drain, children of the night, create spawn,dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26; Base Atk+4, CMB +7, CMD 24; SQ change shape (dire bat or wolf, beast shape II),gaseous form, shadowless, spider climb

    Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge (religion)+10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, UseMagic Device +19; Alertness, Blind-Fight, Combat Casting, CombatReflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse

    Treasure: 340 pp, 2463 gp, 220 sp; Agate (7 gp), Black Pearl (400 gp),Bloodstone (50 gp), Deep Blue Spinel (100 gp), Freshwater Pearl (11 gp),Obsidian (10 gp), Rhodochrosite (8 gp), Sardonyx (45 gp), Sardonyx (50 gp),Sardonyx (55 gp); Chain Shirt (+1 armor) (1250 gp), Scroll of Enlarge Person(cr, 25 gp), Scroll of Keen Senses (apg, 25 gp), Tangle Bolt (226 gp) (designprovides clue to function); hoard total 8147 gp

    Room #43 North Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,60 hp)

    Arrow Trap: CR 12; mechanical; Perception DC 24; Disable Device DC26; Trigger location; Reset manual; Effect Atk +16 ranged (12d6/x3)

    West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Falling Block: CR 11; mechanical; Perception DC 24; Disable DeviceDC 28; Trigger location; Reset none; Effect Atk +16 melee (12d6);multiple targets (all targets in a 10 ft. square area)

    Leads to room #62East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;

    hard 5, 20 hp)

    Guillotine Blade: CR 11; mechanical; Perception DC 24; DisableDevice DC 26; Trigger location; Reset manual; Effect Atk +16 melee(12d6/19-20)

    Leads to room #40, inhabited by 10 x Succubus

    Trap Greater Acid Spray: CR 10; magic; Perception DC 28; Disable Device DC28; Trigger proximity (alarm); Reset none; Effect acid spray (8d6 aciddamage for 1d4 rounds, DC 14 Reflex save for half damage)

    Room #44 North Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp) A bookcase and concealed door pivots smoothly

    East Entry #1 Secret (Search DC 20) Trapped and Locked Simple Wooden Door (OpenLock DC 25, break DC 15; hard 5, 10 hp)

    The door is concealed within the mouth of a gargantuan skull carvedfrom stone

    Contact Poison: CR 11; mechanical; Perception DC 26; Disable DeviceDC 24; Trigger touch; Reset none; Effect contact poison (nitharit[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

    East Entry #2 Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28; hard 8,60 hp)

    A trap door in the floor leads to a short tunnel beneath the wall

    Energy Drain Trap: CR 10; magic; Perception DC 34; Disable DeviceDC 34; Trigger visual (true seeing); Reset none; Effect spell effect(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,DC 23 Fortitude negates after 24 hours)

    Leads to room #82, inhabited by 11 x MohrgSouth Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20

  • South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp) (slides down, +1 to break DC)

    Room Features Someone has scrawled "The Company of the Spectral Fang looted thisplace" on the south wall, A pile of shattered weapons lies in the north-westcorner of the room

    Monster 9 x Wraith

    Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7; Sensesdarkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47 (5d8+25); Fort+6, Ref +4, Will +6; DA channel resistance +2, incorporeal; Immune undeadtraits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Meleeincorporeal touch +6 (1d6 negative energy plus 1d6 Con drain); SA createspawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk +3, CMB +6,CMD 21

    Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,Combat Reflexes, Improved Initiative

    Room #45 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

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

    The door is located above a small stone dais and concealed within amosaic of ghoulish carnage

    Leads to room #66, inhabited by 3 x Flesh Golem

    Room Features A faded and torn tapestry hangs from the south wall, Knocking can befaintly heard near the north wall

    Room #46 West Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

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

    Ice Dart Trap: CR 14; magic; Perception DC 30; Disable Device DC 30;Trigger proximity (alarm); Reset none; Effect Atk +13 ranged (13d6cold)

    Leads to room #68, inhabited by 18 x Mummy

    Room Features A stone ramp ascends towards the north wall, A pile of trash lies in thecenter of the room

    Monster 12 x Wraith

    Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7; Sensesdarkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47 (5d8+25); Fort+6, Ref +4, Will +6; DA channel resistance +2, incorporeal; Immune undeadtraits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Meleeincorporeal touch +6 (1d6 negative energy plus 1d6 Con drain); SA createspawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk +3, CMB +6,CMD 21

    Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,Combat Reflexes, Improved Initiative

    Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28;hard 10, 60 hp)

    37 pp, 238 gp, 104 sp, 20 cp; Chrysoprase (50 gp), Citrine (40 gp),Freshwater Pearl (11 gp), Obsidian (8 gp), Obsidian (10 gp), Pyrite (8 gp),Rhodochrosite (9 gp), Rose Quartz (55 gp), Shell (9 gp), Tigereye (12 gp);Crystal skull (80 gp), Gilded demon skull (300 gp), Gold and silver chessset (100 gp), Gold statue of a dragon (110 gp), Ivory drinking horn withcopper ends (60 gp), Set of six ivory dice (30 gp); Oil of Fire Trap (cr, 775

  • copper ends (60 gp), Set of six ivory dice (30 gp); Oil of Fire Trap (cr, 775gp), Potion of Cure Serious Wounds (cr, 750 gp), 2 x Scroll of Word ofChaos (cr, 2275 gp); hoard total 7585 gp 6 sp

    Room #47 North Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) Falling Block: CR 13; mechanical; Perception DC 28; Disable Device

    DC 26; Trigger location; Reset none; Effect Atk +15 melee (14d6);multiple targets (all targets in a 10 ft. square area)

    North Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

    West Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) (slidesup, +2 to break DC)

    Leads to room #11South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)

    Falling Block: CR 10; mechanical; Perception DC 28; Disable DeviceDC 28; Trigger location; Reset none; Effect Atk +12 melee (12d6);multiple targets (all targets in a 10 ft. square area)

    Empty

    Room #48 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp) Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable

    Device DC 31; Trigger proximity (alarm); Reset none; Effect spelleffect (fireball, 60 fire damage, DC 14 Reflex save for half damage);multiple targets (all targets in a 20 ft. radius burst)

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

    Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

    Room Features The room has a high domed ceiling, A group of draconic faces have beencarved into the north wall

    Monster 11 x Wraith

    Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7; Sensesdarkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC18, touch 18, flat-footed 14 (+5 deflection, +3 Dex); hp 47 (5d8+25); Fort+6, Ref +4, Will +6; DA channel resistance +2, incorporeal; Immune undeadtraits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Meleeincorporeal touch +6 (1d6 negative energy plus 1d6 Con drain); SA createspawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk +3, CMB +6,CMD 21

    Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,Combat Reflexes, Improved Initiative

    Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 20,break DC 25; hard 5, 20 hp)

    37 pp, 411 gp, 650 sp, 4200 cp; Aquamarine (400 gp), Deep Blue Spinel(100 gp), Green Spinel (65 gp), Jasper (55 gp); Book of lost songs by afamous bard (3000 gp), Platinum bowl with arcane engravings (800 gp),Platinum holy symbol (500 gp), Platinum mask (900 gp); hoard total 6708 gp

    Room #49 North Entry Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 30,break DC 25; hard 5, 20 hp)

    The door is concealed behind a tapestry of arcane patterns

  • Empty

    Room #50 West Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Falling Block: CR 14; mechanical; Perception DC 28; Disable Device

    DC 30; Trigger location; Reset none; Effect Atk +13 melee (14d6);multiple targets (all targets in a 10 ft. square area)

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

    Falling Block: CR 13; mechanical; Perception DC 26; Disable DeviceDC 26; Trigger location; Reset none; Effect Atk +17 melee (15d6);multiple targets (all targets in a 10 ft. square area)

    Room Features Spirals of red stones cover the floor, A broken spear lies in the center ofthe room

    Monster 14 x Mummy

    Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24);Fort +4, Ref +2, Will +8; DR 5/-; Immune undead traits; Weak vulnerable tofire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23

    Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,Skill Focus (Perception), Weapon Focus (slam)

    Treasure: 26 pp, 446 gp, 290 sp, 1200 cp; Amethyst (100 gp), Azurite (12gp), Azurite (13 gp), Black Pearl (400 gp), Garnet (70 gp), Jasper (50 gp),Milky Quartz (40 gp), Onyx (40 gp), Onyx (45 gp), 2 x Opal (500 gp), RoseQuartz (40 gp), Rose Quartz (55 gp), Saltwater Pearl (120 gp), Zircon (40gp); Light Crossbow (+1 weapon) (sheds light) (2335 gp), Oil of ArcaneMark (cr, 25 gp), Potion of Cure Light Wounds (cr, 50 gp), Potion of Hidefrom Undead (cr, 50 gp), Scroll of Air Bubble (uc, 25 gp), Scroll of Blur (cr,150 gp), Scroll of Entropic Shield (cr, 25 gp), Scroll of Flare Burst (apg, 25gp), Splint Mail (+1 armor) (1350 gp), Wand of Divine Favor (cr, 750 gp)(inscription provides clue to function), Wand of Ray of Frost (cr, 375 gp)(inscription provides clue to function); hoard total 7932 gp

    Trap Poisoned Guillotine Blade: CR 12; mechanical; Perception DC 24; DisableDevice DC 24; Trigger location; Reset manual; Effect Atk +16 melee(11d6/19-20 plus purple worm poison [injury, Fort DC 24, 1/rd. for 6 rds.,1d3 Str, 2 saves])

    Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 20,break DC 18; hard 5, 15 hp)

    61 gp, 210 sp, 1000 cp; Alabaster (10 gp), Freshwater Pearl (9 gp), RockQuartz (8 gp), Sardonyx (45 gp), Sardonyx (55 gp), Turquoise (9 gp);Engraved mithral scarab (400 gp), Gold and mithral chess set (1000 gp),Gold bowl with dragon engravings (400 gp), Painting of a beloved queen bya master (5000 gp), Platinum statuette of a deity (1300 gp); Scroll of MagicCircle against Evil (cr, 375 gp), Wand of Mage Hand (cr, 375 gp); hoardtotal 9078 gp

    Room #51 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device

    DC 34; Trigger visual (true seeing); Reset none; Effect spell effect(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,DC 23 Fortitude negates after 24 hours)

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

    Arrow Trap: CR 13; mechanical; Perception DC 26; Disable Device DC28; Trigger location; Reset manual; Effect Atk +17 ranged (15d6/x3)

    Monster 3 x Vampire

    Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init

  • Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fasthealing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plusenergy drain); SA blood drain, children of the night, create spawn,dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26; Base Atk+4, CMB +7, CMD 24; SQ change shape (dire bat or wolf, beast shape II),gaseous form, shadowless, spider climb

    Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge (religion)+10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, UseMagic Device +19; Alertness, Blind-Fight, Combat Casting, CombatReflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse

    Treasure: 465 pp, 1961 gp; Black Pearl (500 gp), Bloodstone (50 gp), GreenSpinel (60 gp), Jet (90 gp), Jet (100 gp), Opal (650 gp), 2 x Sard (50 gp);Masterwork Greatclub (305 gp), Masterwork Longbow (375 gp); Scroll ofBear's Endurance (cr, 150 gp), Wand of Sleep (cr, 750 gp); hoard total 9741gp

    Room #52 West Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp) Leads to room #31

    West Entry #2 Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open LockDC 40, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)

    The door is concealed within a mosaic of arcane patterns

    Rune of Confusion: CR 11; magic; Perception DC 26; Disable DeviceDC 24; Trigger proximity (alarm); Reset none; Effect confusion(confused for 1d4 rounds, DC 14 Will save negates); multiple targets(all targets in a 10 ft. radius burst)

    Leads to room #14East Entry #1 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,

    60 hp)

    Magic Missle Trap: CR 10; magic; Perception DC 28; Disable DeviceDC 26; Trigger visual (true seeing); Reset none; Effect magic missile(7d6 force damage); never miss

    Leads to room #41East Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20

    hp)

    Leads to room #18South Entry Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC

    18; hard 5, 15 hp)

    A bookcase and concealed door pivots smoothly

    Fire Spray: CR 10; magic; Perception DC 28; Disable Device DC 26;Trigger visual (arcane eye); Reset none; Effect fire spray (10d6 firedamage, DC 16 Reflex save for half damage)

    Room Features A tile mosaic of ghoulish carnage covers the floor, Someone has scrawled"Mind the gap" on the east wall

    Monster 5 x Greater Shadow

    Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init +5;Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-footed 12(+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5, Ref +8, Will +7;DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40ft. (good); Melee incorporeal touch +11 (1d8 Strength); SA create spawn (asper shadow), strength damage; Str -, Dex 20, Con -, Int 6, Wis 12, Cha 15;Base Atk +6, CMB +11, CMD 24

    Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus (Perception,Stealth)

  • Stealth)

    Treasure: 492 pp, 2601 gp, 20 sp; Agate (13 gp), Aquamarine (450 gp),Green Spinel (50 gp), Jade (100 gp), Red Spinel (35 gp), Rock Quartz (11gp), Zircon (60 gp); Masterwork Heavy Mace (312 gp), Masterwork Sap(301 gp), Masterwork Studded Leather Armor (175 gp); Scroll of Barkskin(cr, 150 gp), Wand of Hideous Laughter (cr, 750 gp); hoard total 9930 gp

    Room #53 North Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) Teleporter Crystal: CR 12; magic; Perception DC 28; Disable Device

    DC 26; Trigger touch; Reset none; Effect teleport (teleported one leveldown, DC 14 Will save negates)

    Leads to room #4, inhabited by 5 x Greater ShadowNorth Entry #2 Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15

    hp)

    A bookcase and concealed door pivots smoothly

    Leads to room #25, inhabited by 5 x VampireWest Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

    Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,130 damage, DC 19 Will save for half, cannot be reduced to less than1 hit point)

    Leads to room #76

    Room Features Someone has scrawled a basic map of the dungeon on the south wall, Thesound of rushing water fills the room

    Monster 1 x Lich

    Lich: CR 12, XP 19200; NE Medium Undead (augmented humanoid); Init +2;Senses darkvision 60 ft., life sight*; Perception +24; Aura fear (60-ft.radius, DC 18); AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2Dex, +5 natural); hp 111 (11d6+55 plus 15 false life); Fort +6, Ref +7, Will+11; DA channel resistance +4; DR 15/bludgeoning and magic; Immunecold, electricity, undead traits; Speed 30 ft.; Melee touch +5 (1d8+5 plusparalyzing touch); SA grave touch* (9/day), paralyzing touch (DC 18),power over undead* (9/day, DC 18); Spells CL 11th; Str 10, Dex 14, Con -,Int 22, Wis 14, Cha 16; Base Atk +5, CMB +5, CMD 25

    Skills and Feats: Craft (alchemy) +20, Intimidate +17, Knowledge (arcana)+20, Knowledge (planes) +20, Linguistics +20, Perception +24, SenseMotive +24, Spellcraft +20, Stealth +24; Craft Wondrous Item, DefensiveCombat Training, Extend Spell, Improved Lightning Reflexes, Iron Will,Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll,Toughness

    Treasure: 72 gp, 210 sp, 1000 cp; Agate (8 gp), Aquamarine (500 gp),Carnelian (55 gp), Saltwater Pearl (90 gp), Sard (40 gp), Sardonyx (60 gp),Tigereye (12 gp); Battleaxe (+1 weapon) (design provides clue to function)(2310 gp), Heavy Steel Shield (+1 shield, Fortification (light)) (4170 gp),Longsword (+1 weapon) (2315 gp), Oil of Light (cr, 25 gp); hoard total 9688gp

    Room #54 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    Room Features A stone ramp ascends towards the west wall, Spirals of blue stones coverthe floor

    Room #55 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

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

    The door is concealed behind a statue of a troll archer, and opened bypulling an arrow in its quiver

  • Empty

    Room #56 East Entry #1 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    The door is concealed within a horrific torture device

    East Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

    East Entry #3 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    Room Features A well lies in the east side of the room, Someone has scrawled a demonicface on the west wall

    Room #57 West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp) (slides up, +2 to break DC)

    Leads to room #69

    Room Features A narrow ledge runs along the south and east walls, A sundered mace liesin the north-west corner of the room

    Monster 4 x Vampire

    Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fasthealing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plusenergy drain); SA blood drain, children of the night, create spawn,dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26; Base Atk+4, CMB +7, CMD 24; SQ change shape (dire bat or wolf, beast shape II),gaseous form, shadowless, spider climb

    Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge (religion)+10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, UseMagic Device +19; Alertness, Blind-Fight, Combat Casting, CombatReflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse

    Treasure: 62 pp, 556 gp, 50 sp, 70 cp; Amethyst (120 gp), Black Pearl (350gp), Black Pearl (450 gp), Chrysoprase (45 gp), Coral (100 gp), Malachite(11 gp), 2 x Milky Quartz (45 gp), Red Spinel (60 gp), Rose Quartz (60 gp),Shell (9 gp); Oil of Keen Edge (cr, 750 gp), Potion of Protection fromElectricity (5th) (cr, 750 gp), Scroll of Detect Evil (cr, 25 gp), Scroll ofDetect Magic (cr, 12 gp 5 sp), Scroll of Limited Wish (cr, 3775 gp), Scrollof Shapechange (cr, 3825 gp), Wand of Detect Magic (cr, 375 gp), Wand ofTrue Strike (cr, 750 gp); hoard total 12739 gp 2 sp

    Room #58 North Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    A bookcase and concealed door pivots smoothly

    Leads to room #27, inhabited by 6 x Greater Shadow

    Room Features A tile mosaic of vile acts covers the floor, The north and east walls arecovered with cracks

    Monster 5 x Ghost

    Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection); hp 73 (7d8+42); Fort+7, Ref +5, Will +7; DA channel resistance +4, incorporeal, rejuvenation;Immune undead traits; Speed fly 30 ft. (perfect); Melee corrupting touch +6(7d6, Fort. DC 18 half); SA frightful moan (DC 18); Str -, Dex 12, Con -, Int10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22

  • 10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22

    Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, ImprovedInitiative, Iron Will, Lightning Reflexes, Toughness

    Treasure: 24 pp, 278 gp, 320 sp, 1800 cp; Masterwork Composite Longbow(+2 Str bonus) (600 gp); Light Crossbow (+2 weapon) (inscription providesclue to function) (8335 gp); hoard total 9503 gp

    Room #59 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

    Leads to room #1East Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10

    hp)

    East Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

    Acid Spray: CR 13; magic; Perception DC 28; Disable Device DC 30;Trigger visual (arcane eye); Reset none; Effect acid spray (13d6 aciddamage, DC 18 Reflex save for half damage)

    Leads to room #72

    Room Features A well lies in the north-west corner of the room, A simple fireplace sitsagainst the east wall

    Room #60 West Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    East Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)

    East Entry #2 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)

    Leads to room #3, inhabited by 12 x Mummy

    Empty

    Room #61 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable

    Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per targetfor 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

    West Entry Secret (Search DC 25) Trapped and Unlocked Iron Door (hard 10, 60 hp)(slides down, +1 to break DC)

    The door is located near the ceiling and concealed within a mosaic ofancient mythology

    Guillotine Blade: CR 13; mechanical; Perception DC 28; DisableDevice DC 30; Trigger location; Reset manual; Effect Atk +17 melee(14d6/19-20)

    Monster 3 x Vampire

    Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fasthealing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plusenergy drain); SA blood drain, children of the night, create spawn,dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26; Base Atk+4, CMB +7, CMD 24; SQ change shape (dire bat or wolf, beast shape II),gaseous form, shadowless, spider climb

  • gaseous form, shadowless, spider climb

    Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge (religion)+10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, UseMagic Device +19; Alertness, Blind-Fight, Combat Casting, CombatReflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse

    Treasure: 32 pp, 161 gp; Masterwork Buckler (155 gp); Scroll of Augury (cr,175 gp), Scroll of Greater Dispel Magic (cr, 1650 gp), Wand of Invisibility(cr, 4500 gp), Wand of Summon Nature's Ally I (cr, 750 gp); hoard total7711 gp

    Room #62 East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) Falling Block: CR 11; mechanical; Perception DC 24; Disable Device

    DC 28; Trigger location; Reset none; Effect Atk +16 melee (12d6);multiple targets (all targets in a 10 ft. square area)

    Leads to room #43South Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,

    60 hp)

    Thunderstone Mine: CR 14; magic; Perception DC 30; Disable DeviceDC 30; Trigger location; Reset none; Effect thunder blast (14d6 sonicdamage, DC 16 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

    Room Features A mural of an undead god covers the ceiling, Several corroded iron spikesare scattered throughout the room

    Room #63 North Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

    The door is located above a small stone dais and concealed by anillusion

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

    Thunderstone Mine: CR 10; magic; Perception DC 24; Disable DeviceDC 24; Trigger location; Reset none; Effect thunder blast (12d6 sonicdamage, DC 18 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

    Room Features Someone has scrawled "This paladin is dead" on the north wall, The soundof rushing water can be heard in the east side of the room

    Room #64 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) Magic Missle Trap: CR 13; magic; Perception DC 28; Disable Device

    DC 28; Trigger visual (arcane eye); Reset none; Effect magic missile(10d6 force damage); never miss

    Leads to room #65, inhabited by 1 x DevourerSouth Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18;

    hard 5, 15 hp)

    Arrow Trap: CR 10; mechanical; Perception DC 24; Disable Device DC26; Trigger location; Reset manual; Effect Atk +14 ranged (11d6/x3)

    Room Features A magical statue in the south-west corner of the room speaks riddles andcryptic prophecies, Someone has scrawled "two, four" on the south wall

    Monster 6 x Spectre

    Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7; Sensesdarkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.); AC 15, touch15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16); Fort +4, Ref +5,Will +9; DA incorporeal, channel resistance +2; Weak resurrectionvulnerability, sunlight powerlessness; Speed fly 80 ft. (perfect); Melee

  • vulnerability, sunlight powerlessness; Speed fly 80 ft. (perfect); Meleeincorporeal touch +10 (1d8 plus energy drain); SA create spawn, energydrain (2 levels, DC 16); Str -, Dex 16, Con -, Int 14, Wis 16, Cha 15; BaseAtk +6, CMB +6, CMD 21

    Skills and Feats: Fly +11, Intimidate +13, Knowledge (history) +10,Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11; Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)

    Treasure: 65 gp, 360 sp, 2200 cp; Azurite (7 gp), Malachite (11 gp),Moonstone (55 gp), Pyrite (8 gp), Sard (60 gp), Shell (10 gp); MasterworkComposite Shortbow (+1 Str bonus) (450 gp), Masterwork Lance (310 gp);Club (+1 weapon) (inscription provides clue to function) (2300 gp), LightMace (+1 weapon) (design provides clue to function) (2305 gp), Scale Mail(+1 armor, Fortification (light)) (4200 gp); hoard total 9839 gp

    Room #65 East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

    South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Magic Missle Trap: CR 13; magic; Perception DC 28; Disable DeviceDC 28; Trigger visual (arcane eye); Reset none; Effect magic missile(10d6 force damage); never miss

    Leads to room #64, inhabited by 6 x Spectre

    Room Features A tile labyrinth covers the floor, A foul odor fills the room

    Monster 1 x Devourer

    Devourer: CR 11, XP 12800; NE Large Undead (extraplanar); Init +7; Sensesdarkvision 60 ft.; Perception +20; AC 25, touch 12, flat-footed 22 (+3 Dex,+13 natural, -1 size); hp 133 (14d8+70); Fort +9, Ref +7, Will +12; DA spelldeflection, undead traits; SR 22; Speed 30 ft., fly 20 ft. (perfect); Melee 2claws +18 (1d8+9 plus energy drain); Space 10 ft.; Reach 10 ft.; SA devoursoul, energy drain (1 level, DC 20), spell-like abilities CL 18th; Str 28, Dex16, Con -, Int 19, Wis 16, Cha 21; Base Atk +10, CMB +20, CMD 33

    Skills and Feats: Bluff +19, Diplomacy +14, Fly +19, Intimidate +19,Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, SenseMotive +17, Spellcraft +21, Stealth +6; Blind-Fight, Cleave, CombatCasting, Combat Expertise, Improved Initiative, Improved Sunder, PowerAttack

    Treasure: 354 pp, 1766 gp, 250 sp, 1300 cp; Aquamarine (650 gp), Pyrite (8gp), Red Spinel (55 gp), Rhodochrosite (10 gp), Saltwater Pearl (90 gp), Sard(65 gp), Zircon (65 gp); Masterwork Dagger (302 gp); Potion of Protectionfrom Evil (cr, 50 gp), Potion of Resistance (cr, 25 gp); hoard total 6664 gp

    Room #66 North Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

    The door is located above a small stone dais and concealed within amosaic of ghoulish carnage

    Leads to room #45West Entry Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)

    The door is concealed behind a statue of a fearsome dragon, andopened by reaching into its mouth

    South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable DeviceDC 30; Trigger proximity (alarm); Reset none; Effect spell effect (coneof cold, 15d6 cold damage, DC 17 Reflex save for half damage);multiple targets (all targets in a 60 ft. cone)

    Leads to room #67

    Monster 3 x Flesh Golem

  • Flesh Golem: CR 7, XP 3200; N Large Construct; Init -1; Senses darkvision60 ft., low-light vision; Perception +0; AC 20, touch 8, flat-footed 20; (-1Dex, +12 natural, -1 size); hp 79 (9d10+30); Fort +3, Ref +2, Will +3; DR5/adamantine; Immune construct traits, magic; Speed 30 ft.; Melee 2 slams+13 (2d8+5); Space 10 ft.; Reach 10 ft.; SA berserk; Str 20, Dex 9, Con -,Int -, Wis 11, Cha 1; Base Atk +9, CMB +15, CMD 24

    Room #67 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device

    DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (coneof cold, 15d6 cold damage, DC 17 Reflex save for half damage);multiple targets (all targets in a 60 ft. cone)

    Leads to room #66, inhabited by 3 x Flesh GolemSouth Entry #1 Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15

    hp)

    The door is located near the ceiling and concealed behind a pile ofbroken stone

    South Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Rune of Confusion: CR 11; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect confusion(confused for 1d4 rounds, DC 14 Will save negates); multiple targets(all targets in a 10 ft. radius burst)

    South Entry #3 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    A bookcase and concealed door pivots smoothly

    Leads to room #10

    Trap Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch, 130damage, DC 19 Will save for half, cannot be reduced to less than 1 hitpoint)

    Room #68 West Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Ice Dart Trap: CR 14; magic; Perception DC 30; Disable Device DC 30;

    Trigger proximity (alarm); Reset none; Effect Atk +13 ranged (13d6cold)

    Leads to room #46, inhabited by 12 x WraithWest Entry #2 Secret