the dark castellan s keep 10

9
The Dark Castellan's Keep Level 10 General Dungeon Walls Hewn Stone (Climb DC 25) Dungeon Floor Uneven Flagstone (Balance DC 10 to charge or run) Temperature Warm

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A dungeon generated with Don Jon for the Pathfinder RPG Level 10. It is filled primarily with undead.

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Page 1: The Dark Castellan s Keep 10

The Dark Castellan's Keep

Level 10

General Dungeon Walls Hewn Stone (Climb DC 25)

Dungeon Floor Uneven Flagstone (Balance DC 10 to charge or run)

Temperature Warm

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Illumination Dark (individual creatures may carry lights)

Corridors a Arrow Blaster: CR 8; mechanical; Perception DC 26; Disable Device DC 26;Trigger location; Reset manual; Effect Atk +11 ranged (7d6/x3); multipletargets (up to three targets within 10 ft. of trigger)

c The walls here are covered with claw marks

e Heavy Chain Flail: CR 9; mechanical; Perception DC 24; Disable DeviceDC 22; Trigger location; Reset repair; Effect Atk +13 melee (7d6 andknocked prone); multiple targets (all targets in a 5 ft. radius burst)

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

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

n A toppled statue lies across the corridor

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

s A metallic odor fills the corridor

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

v Lightning Turret: CR 12; magic; Perception DC 28; Disable Device DC 26;Trigger visual (arcane eye); Duration 4 rounds; Reset none; Effect lightningbolt (12d6 electricity damage, DC 18 Reflex save for half damage);multiple targets (all targets in a 40 ft. line)

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

x Earthquake Trap: CR 11; magic; Perception DC 24; Disable Device DC 24;Trigger location; Reset none; Effect earthquake (10d6 damage, DC 16Reflex save for half damage); multiple targets (all targets in a 40 ft. radiusburst)

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

WanderingMonsters

1 3 x Spectre, scouting from another part of the dungeon

2 1 x Vampire, wandering senselessly

3 5 x Mummy, scouting from another part of the dungeon

4 2 x Ghost, consumed by disease and madness

5 3 x Wraith, lost and desperate

6 2 x Spectre, tracking the party

Room #1 North Entry Secret (Search DC 20) Trapped and Locked Simple Wooden Door (OpenLock DC 40, break DC 15; hard 5, 10 hp)

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

Ⓣ Falling Block: CR 11; mechanical; Perception DC 28; Disable DeviceDC 28; Trigger location; Reset none; Effect Atk +14 melee (11d6);multiple targets (all targets in a 10 ft. square area)

→ Leads to room #7

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

Ⓣ One-way Door: CR 12; mechanical; Perception DC 24; Disable DeviceDC 28

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

Ⓣ Contact Poison: CR 8; mechanical; Perception DC 24; Disable DeviceDC 26; Trigger touch; Reset none; Effect contact poison (malyass rootpaste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1

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paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1save])

Room Features Someone has scrawled "The Golden Fellowship killed a devil here" on thenorth wall, Chanting fills the room

Room #2 North Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

North Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

West Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)

West Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;hard 5, 15 hp)

Ⓣ Arrow Trap: CR 11; mechanical; Perception DC 26; Disable Device DC28; Trigger location; Reset manual; Effect Atk +16 ranged (10d6/x3)

West Entry #3 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

East Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricitydamage); multiple targets (all targets in a 40 ft. square area)

→ Leads to room #9, inhabited by 8 x Wight

East Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp) (slides up, +2 to break DC)

South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

→ Leads to room #8

Room Features A shallow pit lies in the south side of the room, A pile of broken glass liesin the west side of the room

Room #3 West Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)

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

Ⓢ A bookcase and concealed door pivots smoothly

Room Features A set of demonic war masks hangs on the east wall, A charred woodenshield lies in the south-east corner of the room

Room #4 North Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

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

South Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricitydamage); multiple targets (all targets in a 40 ft. square area)

South Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; DisableDevice DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20ranged (6d6); multiple targets (all targets in a 20 ft. line)

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Room Features The walls have been engraved with geometric patterns, Several monstrouscorpses are scattered throughout the room

Monster 13 x Skeletal Champion

Skeletal Champion: CR 2, XP 600; NE Medium Undead; Init +5; Sensesdarkvision 60 ft.; Perception +6; AC 21, touch 12, flat-footed 19 (+6 armor,+1 Dex, +2 natural, +2 shield); hp 17 (3 HD, 2d8+1d10+3); Fort +3, Ref +1,Will +3; DA channel resistance +4; DR 5/bludgeoning; Immune cold,undead traits; Speed 30 ft.; Melee mwk longsword +7 (1d8+3/19-20); Str 17,Dex 13, Con -, Int 9, Wis 10, Cha 12; Base Atk +2, CMB +5, CMD 16

Skills and Feats: Intimidate +7, Perception +6, Stealth -1; Cleave, ImprovedInitiative, Power Attack, Weapon Focus (longsword)

Treasure: 264 gp, 386 sp, 2200 cp; Aquamarine (500 gp), Azurite (10 gp),Black Pearl (400 gp), Black Pearl (550 gp), Bloodstone (50 gp), Bloodstone(65 gp), Citrine (40 gp), Garnet (80 gp), Garnet (120 gp), Ivory (45 gp),Moonstone (55 gp), Opal (600 gp), Rock Quartz (12 gp), Saltwater Pearl(130 gp), Sard (45 gp), Sardonyx (55 gp), Tourmaline (70 gp), Zircon (50gp); Masterwork Longsword (315 gp); Scroll of Aid (cr, 150 gp), Wand ofMessage (cr, 375 gp); hoard total 4041 gp 6 sp

Room #5 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp) (slides down, +1 to break DC)

→ Leads to room #12, inhabited by 1 x Vampire

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

East Entry #1 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 behind anarea of mold

East Entry #2 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 40,break DC 18; hard 5, 15 hp) (slides to one side, +1 to break DC)

Ⓢ The door is concealed within an upright sarcophagus

East Entry #3 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

Ⓢ The door is concealed behind an area of fungus

East Entry #4 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

Ⓣ Camouflaged Spiked Pit Trap: CR 8; 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 spikesper target for 1d6+5 damage each); DC 20 Reflex avoids; multipletargets (all targets in a 10 ft. square area)

Monster 4 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: 1 pp, 149 gp, 41 sp; Amethyst (80 gp), Amethyst (110 gp),Aquamarine (650 gp), Freshwater Pearl (8 gp), Hematite (11 gp), Red Spinel(50 gp), Rose Quartz (40 gp), Rose Quartz (45 gp), Sard (40 gp), Topaz (600gp); Masterwork Leather Armor (160 gp); Living Steel Heavy Shield (120gp), Longsword (+1 weapon) (2315 gp), Potion of Disguise Other (um, 300gp), Potion of Pass without Trace (cr, 50 gp), Scroll of Bless (cr, 25 gp),Scroll of Resist Energy (cr, 150 gp), Wand of Cure Light Wounds (cr, 750

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Scroll of Resist Energy (cr, 150 gp), Wand of Cure Light Wounds (cr, 750gp) (design provides clue to function); hoard total 5667 gp 1 sp

Room #6 North Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

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

Ⓣ Guillotine Blade: CR 9; mechanical; Perception DC 22; Disable DeviceDC 26; Trigger location; Reset manual; Effect Atk +13 melee (9d6/19-20)

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

South Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

Empty

Room #7 North Entry #1 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

North Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

Ⓣ Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; DisableDevice DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20ranged (6d6); multiple targets (all targets in a 20 ft. line)

West Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp) (slides to one side, +1 to break DC)

Ⓣ 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)

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

Ⓢ A section of wall makes a loud grinding noise as it pivots open

West Entry #3 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

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

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

Ⓣ Ice Dart Trap: CR 10; magic; Perception DC 24; Disable Device DC 28;Trigger proximity (alarm); Reset none; Effect Atk +14 ranged (10d6cold)

South Entry Secret (Search DC 20) Trapped and Locked Simple Wooden Door (OpenLock DC 40, break DC 15; hard 5, 10 hp)

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

Ⓣ Falling Block: CR 11; mechanical; Perception DC 28; Disable DeviceDC 28; Trigger location; Reset none; Effect Atk +14 melee (11d6);multiple targets (all targets in a 10 ft. square area)

→ Leads to room #1

Empty

Room #8 North Entry #1 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 25,break DC 15; hard 5, 10 hp)

Ⓢ The door is concealed behind a statue of a dread vampire, and openedby filling his chalice with blood

North Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

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North Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

→ Leads to room #2

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

Ⓣ Electrified Lock: CR 8; magic; Perception DC 24; Disable Device DC22; Trigger touch; Reset none; Effect electric shock (8d6 electricitydamage, DC 12 Reflex save for half damage)

Room Features A mural of ancient mythology covers the ceiling, Burning torches in ironsconces line the north and south walls

Room #9 North Entry #1 Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

Ⓢ The door is located several feet above the floor and only three feethigh

North Entry #2 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)

West Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to oneside, +1 to break DC)

Ⓣ Arrow Trap: CR 11; mechanical; Perception DC 26; Disable Device DC24; Trigger location; Reset manual; Effect Atk +16 ranged (10d6/x3)

West Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricitydamage); multiple targets (all targets in a 40 ft. square area)

→ Leads to room #2

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

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

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

Ⓣ Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricitydamage); multiple targets (all targets in a 40 ft. square area)

Room Features A tile mosaic of ghoulish carnage covers the floor, Someone has scrawled"Don't sleep" on the north wall

Monster 8 x Wight

Wight: CR 3, XP 800; LE Medium Undead; Init +1; Senses darkvision 60 ft.;Perception +11; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp 26(4d8+8); Fort +3, Ref +2, Will +5; DA undead traits; Weak resurrectionvulnerability; Speed 30 ft.; Melee slam +4 (1d4+1 plus energy drain); SAcreate spawn, energy drain (1 level, DC 14); Str 12, Dex 12, Con -, Int 11,Wis 13, Cha 15; Base Atk +3, CMB +4, CMD 15; SQ create spawn

Skills and Feats: Intimidate +9, Knowledge (religion) +7, Perception +11,Stealth +16; Blind-Fight, Skill Focus (Perception)

Treasure: 7 gp, 120 sp; Bloodstone (55 gp), Freshwater Pearl (9 gp),Freshwater Pearl (10 gp); Darkwood Buckler (203 gp), Potion of Magic Fang(cr, 50 gp), Shortspear (+1 weapon) (2301 gp); hoard total 2647 gp

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Room #10 North Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2to break DC)

Ⓣ Acid Spray: CR 11; magic; Perception DC 26; Disable Device DC 24;Trigger proximity (alarm); Reset none; Effect acid spray (10d6 aciddamage, DC 18 Reflex save for half damage)

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

Ⓣ Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none;Effect spell effect (shocking grasp, Atk +9 melee touch, 4d6 electricitydamage); multiple targets (all targets in a 40 ft. square area)

South Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

South Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)

Ⓣ Falling Block: CR 9; mechanical; Perception DC 24; Disable DeviceDC 24; Trigger location; Reset none; Effect Atk +11 melee (7d6);multiple targets (all targets in a 10 ft. square area)

South Entry #3 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

Ⓣ Guillotine Blade: CR 10; mechanical; Perception DC 26; DisableDevice DC 26; Trigger location; Reset manual; Effect Atk +16 melee(11d6/19-20)

Empty

Room #11 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)

Ⓣ One-way Door: CR 9; mechanical; Perception DC 26; Disable DeviceDC 26

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

South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 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 The room has a high domed ceiling, The ceiling is covered with bloodstains

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

400 pp, 1542 gp, 240 sp, 1400 cp; Azurite (10 gp), Carnelian (45 gp),Carnelian (60 gp), 2 x Hematite (9 gp), Jasper (60 gp), Lapis Lazuli (11 gp),Malachite (8 gp), Malachite (9 gp), Pyrite (13 gp), Sard (45 gp), Turquoise(11 gp); Set of six ivory dice (30 gp); hoard total 5900 gp

Room #12 West Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)

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

Ⓢ A bookcase and concealed door pivots smoothly

South Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp) (slides down, +1 to break DC)

→ Leads to room #5, inhabited by 4 x Ghost

Room Features Spirals of yellow stones cover the floor, A simple fireplace sits against the

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Room Features Spirals of yellow stones cover the floor, A simple fireplace sits against thenorth wall

Monster 1 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: 134 pp, 1151 gp, 170 sp, 900 cp; Amber (130 gp), Citrine (60 gp),Opal (400 gp), Sard (55 gp); Masterwork Glaive (308 gp), MasterworkShortbow (330 gp), Masterwork Tower Shield (180 gp); hoard total 3980 gp

Room #13 North Entry Trapped and Unlocked Stone Door (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)

West Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 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)

West Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

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

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

Ⓣ Magic Missle Trap: CR 8; magic; Perception DC 22; Disable DeviceDC 24; Trigger visual (arcane eye); Reset none; Effect magic missile(6d6 force damage); never miss

Room Features The ceiling is covered with dripping stalactites, A pile of bent copper coinslies in the north-west corner of the room

Monster 4 x Shadow

Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Sensesdarkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DAincorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.(good); Melee incorporeal touch +4 (1d6 Strength damage); SA createspawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4,CMD 17

Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 inbright light); Dodge, Skill Focus (Perception)

Treasure: 59 pp, 507 gp, 327 sp, 1410 cp; Agate (12 gp), Amethyst (80 gp),Bloodstone (50 gp), Red Spinel (55 gp), Shell (10 gp), Topaz (500 gp);Masterwork Dagger (302 gp), Masterwork Greataxe (320 gp); Scroll of Rayof Enfeeblement (cr, 25 gp); hoard total 2497 gp 8 sp

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