the reliquary of gardoz the doomed 05

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RPG Pathfinder Dungeon Random Huge Level 5

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  • The Reliquary of Gardoz the doomed

    Level 5

  • General Dungeon Walls Masonry (Climb DC 20)

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

    Temperature Cold (unprotected creatures must succeed on a Fortitude saving throwevery hour (DC 15, +1 per previous check) or take 1d6 points of non-lethaldamage; a creature that takes any non-lethal damage from cold exposuresuffers from hypothermia and is fatigued)

    Illumination Average (shadowy in corridors, lamps or torches in most rooms)

    Corridors a A 10-foot wide chasm cuts across the corridor

    c A toppled statue lies across the corridor

    e The walls here have been engraved with alien runes

    i Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30;Trigger proximity (alarm); Reset none; Effect spell effect (flame strike, 8d6fire damage, DC 17 Reflex save for half damage); multiple targets (alltargets in a 10 ft. radius cylinder)

    m A metallic odor fills the corridor

    n Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit (3d6falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10ft. square area)

    r A swarm of crawling insects covers the floor

    s Symbol of Hypnosis: CR 5; magic; Perception DC 20; Disable Device DC22; Trigger proximity (alarm); Reset none; Effect hypnosis (dazed for 1d4rounds, DC 10 Will save negates); multiple targets (all targets in a 10 ft.radius burst)

    u Someone has scrawled "Don't sleep" here

    v Several adventurer corpses are scattered along the corridor

    w A narrow shaft falls into the corridor from above

    x A tile labyrinth covers the floor

    z Part of the ceiling has collapsed into the corridor

    WanderingMonsters

    1 10 x Vegepygmy, actively patrolling their territory

    2 12 x Hobgoblin, scavenging for food and treasure

    3 3 x Skeletal Champion, returning to their lair with plunder

    4 5 x Skum (Ulat-Kini), lost and desperate

    5 2 x Bat Swarm, wandering senselessly

    6 1 x Cloaker, tracking the party

    Room #1 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) Falling Block: CR 7; mechanical; Perception DC 22; Disable Device

    DC 26; Trigger location; Reset none; Effect Atk +11 melee (8d6);multiple targets (all targets in a 10 ft. square area)

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

    Empty

  • Room #2 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

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

    The door is concealed behind a pile of broken stone

    Monster 1 x Basilisk

    Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will +5;Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con 15, Int2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)

    Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great Fortitude,Iron Will, Skill Focus (Perception)

    Treasure: 84 gp, 470 sp, 3300 cp; Carnelian (45 gp), Tigereye (12 gp),Turquoise (8 gp); Masterwork Greatclub (305 gp); Oil of Light (cr, 25 gp);hoard total 559 gp

    Room #3 East Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides up, +2to break DC)

    Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    Monster 2 x Dark Creeper

    Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3;Senses see in darkness; Perception +4; AC 16, touch 14, flat-footed 13 (+2armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weaklight blindness; Speed 30 ft.; Melee dagger +6 (1d3/19-20 plus poison); SAdeath throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex17, Con 14, Int 9, Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poisonuse, rag armor

    Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12;Skill Focus (Sleight of Hand), Weapon Finesse

    Treasure: 68 gp, 540 sp, 800 cp; Alabaster (11 gp), Turquoise (11 gp),Zircon (40 gp); Potion of Hide from Animals (cr, 50 gp), Potion of Hide fromUndead (cr, 50 gp), 2 x Potion of Jump (cr, 50 gp), Scroll of Resistance (cr,12 gp 5 sp), Scroll of Summon Monster I (cr, 25 gp), Wand of Mage Armor(cr, 750 gp) (design provides clue to function); hoard total 1179 gp 5 sp

    Room #4 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

    Room Features A stone dais and throne sits in the north-east corner of the room, Theceiling is covered with pale stalactites

    Monster 3 x Morlock

    Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Sensesdarkvision 120 ft., scent; Perception +2; AC 15, touch 14, flat-footed 11 (+4Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease,poison; Weak light blindness; Speed 40 ft., climb 30 ft.; Melee club +5(1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str14, Dex 19, Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19;SQ expert climber

    Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns);Improved Initiative, Lightning Reflexes

    Treasure: 4 pp, 148 gp, 310 sp, 1900 cp; Carnelian (50 gp), Malachite (13gp), Peridot (60 gp), Turquoise (11 gp); Masterwork Halberd (310 gp),

  • gp), Peridot (60 gp), Turquoise (11 gp); Masterwork Halberd (310 gp),Masterwork Shortsword (310 gp); Oil of Arcane Mark (cr, 25 gp), Oil ofMagic Weapon (cr, 50 gp), Potion of Invisibility (cr, 300 gp), Scroll ofLesser Restoration (cr, 150 gp), Scroll of Protection from Law (cr, 25 gp);hoard total 1542 gp

    Room #5 North Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Falling Block: CR 3; mechanical; Perception DC 22; Disable Device

    DC 22; Trigger location; Reset none; Effect Atk +12 melee (3d6);multiple targets (all targets in a 10 ft. square area)

    Leads to room #9West Entry Archway

    East Entry Archway

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

    The door is located near the ceiling and concealed behind a tapestryof ghoulish carnage

    Room Features A mural of legendary monsters covers the ceiling, Skeletons hang fromchains and manacles against the east and west walls

    Monster 14 x Giant Centipede

    Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Sensesdarkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed 12 (+2 Dex,+2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affectingeffects; Speed 40 ft., climb 40 ft.; Melee bite +2 (1d6-1 plus poison); SApoison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1,CMD 11 (can't be tripped)

    Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

    Room #6 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

    Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC27; Trigger proximity (alarm); Reset none; Effect spell effect (acidarrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

    Leads to room #10, inhabited by 2 x WereratWest Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1

    to break DC)

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

    Room Features Spirals of yellow stones cover the floor, The south and east walls arecovered with sword cuts

    Room #7 West Entry #1 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

    West Entry #2 Secret (Search DC 25) Locked Iron Door (Open Lock DC 40, break DC 28;hard 10, 60 hp)

    The door is concealed within a horrific torture device

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

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

    Room Features Someone has scrawled "The thief will betray you" on the north wall, A pileof torn paper lies in the south-west corner of the room

  • Room #8 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) One-way Door: CR 4; mechanical; Perception DC 20; Disable Device

    DC 20

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

    East Entry Archway

    Monster 12 x Vegepygmy

    Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60ft., low-light vision; Perception +7; AC 16, touch 13, flat-footed 14; (+2Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR5/slashing or bludgeoning; Immune electricity, plant traits; Speed 30 ft.;Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int8, Wis 11, Cha 11; Base Atk +0, CMB -1, CMD 11

    Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus(Perception)

    Treasure: 55 pp, 503 gp, 92 sp, 70 cp; Freshwater Pearl (9 gp), Moonstone(55 gp), Onyx (60 gp), Rhodochrosite (12 gp), Rock Quartz (9 gp), RockQuartz (10 gp), Rock Quartz (11 gp), Rose Quartz (65 gp), Tigereye (8 gp);Scroll of Owl's Wisdom (cr, 150 gp), Wand of Endure Elements (cr, 750 gp)(design provides clue to function); hoard total 2201 gp 9 sp

    Room #9 East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) One-way Door: CR 5; mechanical; Perception DC 22; Disable Device

    DC 20

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

    Falling Block: CR 3; mechanical; Perception DC 22; Disable DeviceDC 22; Trigger location; Reset none; Effect Atk +12 melee (3d6);multiple targets (all targets in a 10 ft. square area)

    Leads to room #5, inhabited by 14 x Giant Centipede

    Room Features Spirals of red stones cover the floor, Someone has scrawled "The Wolves ofPegrove killed nine ghouls here" on the north wall

    Room #10 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

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

    Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC27; Trigger proximity (alarm); Reset none; Effect spell effect (acidarrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

    Leads to room #6

    Monster 2 x Wererat (Hybrid Form)

    Wererat (Hybrid Form): CR 2, XP ; LE Medium Humanoid (human,shapechanger); Init +3; Senses low-light vision, scent; Perception +8; AC19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20(2d8+8); Fort +3, Ref +6, Will +3; DA evasion; DR 10/silver; Speed 30 ft.;Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curseof lycanthropy, DC 15); Ranged light crossbow +4 (1d8/19-20); SA sneakattack +1d6; Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; Base Atk +1,CMB +3, CMD 17; SQ change shape (human, hybrid, and dire rat,polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and direrats), trapfinding

    Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3,

  • Skills and Feats: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3,Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim+7; Dodge, Weapon Finesse

    Treasure: 16 pp, 250 gp, 228 sp, 680 cp; Green Spinel (40 gp), Lapis Lazuli(8 gp), Malachite (7 gp), Malachite (10 gp), Obsidian (9 gp), Turquoise (9gp); Masterwork Warhammer (312 gp); Oil of Bless Weapon (cr, 50 gp),Potion of Guidance (cr, 25 gp), Scroll of Grease (cr, 25 gp); hoard total 934gp 6 sp

    Room #11 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    West Entry #2 Archway

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

    Contact Poison: CR 6; mechanical; Perception DC 20; Disable DeviceDC 22; Trigger touch; Reset none; Effect contact poison (malyass rootpaste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1save])

    Leads to room #137

    Room Features A wooden platform hangs over a deep pit in the north-west corner of theroom, A carved stone statue stands in the south-east corner of the room

    Room #12 West Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

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

    Leads to room #136East Entry Archway

    Monster 1 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 #13 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

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

    Fire Spray: CR 7; magic; Perception DC 22; Disable Device DC 22;Trigger proximity (alarm); Reset none; Effect fire spray (7d6 firedamage, DC 16 Reflex save for half damage)

    Leads to room #135

    Monster 5 x Bugbear

    Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Sensesdarkvision 60 ft., scent; Perception +8; AC 17, touch 11, flat-footed 16 (+2armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will+1; Speed 30 ft.; Melee morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3);Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD16; SQ stalker

    Skills and Feats: Intimidate +7, Perception +8, Stealth +10; IntimidatingProwess, Skill Focus (Perception)

  • Treasure: 59 pp, 547 gp; Aquamarine (350 gp), Citrine (40 gp), Jasper (35gp), Saltwater Pearl (120 gp); Potion of Protection from Law (cr, 50 gp),Scroll of Ray of Frost (cr, 12 gp 5 gp); hoard total 1744 gp

    Room #14 South Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Monster 6 x Vegepygmy

    Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60ft., low-light vision; Perception +7; AC 16, touch 13, flat-footed 14; (+2Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR5/slashing or bludgeoning; Immune electricity, plant traits; Speed 30 ft.;Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int8, Wis 11, Cha 11; Base Atk +0, CMB -1, CMD 11

    Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus(Perception)

    Treasure: 126 gp, 300 sp, 700 cp; Aquamarine (350 gp), Chrysoberyl (90gp), Milky Quartz (50 gp), Rose Quartz (50 gp); Masterwork Light SteelShield (159 gp); Potion of Resistance (cr, 25 gp), Scroll of Hide fromUndead (cr, 25 gp); hoard total 912 gp

    Room #15 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)

    West Entry Archway

    Room Features Part of the south wall has collapsed into the room, A pierced breastplatelies in the south side of the room

    Room #16 East Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

    The door is concealed within the mouth of a demonic face carved fromstone

    Room Features The north and west walls have been engraved with geometric patterns, Arattling noise can be heard in the west side of the room

    Monster 4 x Rat Swarm

    Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-lightvision, scent; Perception +8; AC 14, touch 14, flat-footed 12 (+2 Dex, +2size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15ft., climb 15 ft., swim 15 ft.; Melee swarm (1d6 plus disease); Space 10 ft.;Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2,Wis 13, Cha 2; Base Atk +2, CMB --, CMD --

    Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14,Swim +10; Improved Initiative, Skill Focus (Perception)

    Room #17 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #154, inhabited by 1 x Gargoyle

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

    Empty

    Room #18 North Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

    Leads to room #155

    Empty

  • Empty

    Room #19 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #140, inhabited by 6 x Human Zombie

    West Entry #1 Archway

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

    West Entry #3 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

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

    Leads to room #134

    Room Features Burning torches in iron sconces line the north and south walls, The floor iscovered with sand

    Monster 9 x Bat Swarm

    Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Sensesblindsense 20 ft., low-light vision; Perception +15; AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DAswarm traits; Immune weapon damage; Speed 5 ft., fly 40 ft. (good); Meleeswarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding;Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4; Base Atk +2, CMB --, CMD --;SQ swarm traits

    Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus(Perception)

    Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 20,break DC 18; hard 5, 15 hp)

    23 pp, 230 gp, 386 sp, 860 cp; Ivory (50 gp), Lapis Lazuli (10 gp),Rhodochrosite (10 gp); Carved ivory scroll case (60 gp), Electrum censerwith silver filigree (70 gp), Gold candelabra with holy symbol (200 gp),Gold chalice with griffon carvings (600 gp), Painting of a noblewoman (50gp), Painting of a princess (100 gp), Silver comb with ornate handle (75gp); Oil of Purify Food and Drink (cr, 25 gp), Scroll of Darkness (cr, 150gp); hoard total 1907 gp 2 sp

    Room #20 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    South Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)

    Leads to room #135South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features Someone has scrawled "Wene died here, the best among us" on the eastwall, Several iron blobs are scattered throughout the room

    Monster 1 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 #21 North Entry Archway Leads to room #136

  • Leads to room #136West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #138

    Room Features Lit candles are scattered across the floor, Several empty flasks arescattered throughout the room

    Monster 3 x Choker

    Choker: CR 2, XP 600; CE Small Aberration; Init +6; Senses darkvision 60ft.; Perception +1; AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1size); hp 16 (3d8+3); Fort +2, Ref +3, Will +4; Speed 20 ft., climb 10 ft.;Melee 2 tentacles +6 (1d4+3 plus grab); Space 5 ft.; Reach 10 ft.; SAconstrict (1d4+3), strangle, grab (Large); Str 16, Dex 14, Con 13, Int 4, Wis13, Cha 7; Base Atk +2, CMB +4 (+8 grappling), CMD 16; SQ quickness

    Skills and Feats: Climb +16, Stealth +13; Improved Initiative, Skill Focus(Stealth)

    Treasure: 28 pp, 178 gp; Masterwork Leather Armor (160 gp); Scroll of FireBreath (apg, 150 gp), Wand of Disrupt Undead (cr, 375 gp) (inscriptionprovides clue to function); hoard total 1143 gp

    Room #22 North Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;hard 5, 20 hp)

    Magic Missle Trap: CR 3; magic; Perception DC 22; Disable DeviceDC 22; Trigger proximity (alarm); Reset none; Effect magic missile (2d6force damage); never miss

    Leads to room #137South Entry #1 Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20

    hp)

    The door is located above a small stone dais and concealed behind atapestry of geometric patterns

    South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #139, inhabited by 1 x Gibbering Mouther

    Room Features A stream of oil flows along a channel in the floor, Someone has scrawled"Lightning comes before thunder" in draconic script on the east wall

    Monster 3 x Dark Creeper

    Dark Creeper: CR 2, XP 600; CN Small Humanoid (dark folk); Init +3;Senses see in darkness; Perception +4; AC 16, touch 14, flat-footed 13 (+2armor, +3 Dex, +1 size); hp 19 (3d8+6); Fort +3, Ref +6, Will +1; Weaklight blindness; Speed 30 ft.; Melee dagger +6 (1d3/19-20 plus poison); SAdeath throes, sneak attack (+1d6), spell-like abilities CL 3rd; Str 11, Dex17, Con 14, Int 9, Wis 10, Cha 8; Base Atk +2, CMB +1, CMD 14; SQ poisonuse, rag armor

    Skills and Feats: Climb +8, Perception +4, Sleight of Hand +7, Stealth +12;Skill Focus (Sleight of Hand), Weapon Finesse

    Treasure: 29 pp, 218 gp, 180 sp, 1300 cp; Alabaster (11 gp), Carnelian (45gp), Lapis Lazuli (10 gp); Oil of Magic Weapon (cr, 50 gp), Potion ofEnlarge Person (cr, 50 gp), Potion of Shield of Faith (cr, 50 gp), Scroll ofComprehend Languages (cr, 25 gp), Scroll of Entangle (cr, 25 gp), Wand ofMagic Mouth (cr, 1250 gp); hoard total 2055 gp

    Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 20, break DC 28;hard 10, 60 hp)

    41 gp, 21 sp; Azurite (9 gp), Chrysoberyl (110 gp), Green Spinel (55 gp),Obsidian (10 gp), Opal (550 gp), Smoky Quartz (50 gp); Carved stone idol(30 gp), Gold holy symbol (100 gp), Mithral scepter with gold inlay (600gp), Silver and glass decanter (75 gp), Silver comb with ornate handle (75gp), Silver holy symbol (25 gp); hoard total 1732 gp 1 sp

  • Room #23 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #142

    South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Monster 1 x Basilisk

    Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will +5;Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con 15, Int2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)

    Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great Fortitude,Iron Will, Skill Focus (Perception)

    Treasure: 31 pp, 250 gp, 386 sp, 1350 cp; Agate (9 gp), Bloodstone (45 gp),Freshwater Pearl (8 gp), Freshwater Pearl (10 gp), Hematite (10 gp), Peridot(50 gp), Pyrite (7 gp); Scroll of Levitate (cr, 150 gp); hoard total 901 gp 1sp

    Room #24 North Entry #1 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 behind apile of broken stone

    North Entry #2 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

    A bookcase and concealed door pivots smoothly

    Leads to room #118, inhabited by 2 x Dark CreeperWest Entry Archway

    Leads to room #55, inhabited by 1 x WraithEast Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

    Leads to room #143

    Monster 5 x Cave Fisher

    Cave Fisher: CR 2, XP 600; N Medium Vermin; Init +1; Senses darkvision 60ft.; Perception +0; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp22 (3d8+9); Fort +6, Ref +2, Will +1; Immune mind-affecting effects; Speed20 ft., climb 20 ft.; Melee 2 claws +5 (1d4+3); Ranged filament +3 (drag);SA pull (filament, 10 feet); Str 17, Dex 12, Con 17, Int -, Wis 10, Cha 4;Base Atk +2, CMB +5 (+9 with pull), CMD 16 (28 vs. trip)

    Skills: Climb +11

    Room #25 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

    Leads to room #144South Entry #1 Secret (Search DC 20) Locked Good Wooden Door (Open Lock DC 40,

    break DC 18; hard 5, 15 hp)

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

    South Entry #2 Archway

    Monster 5 x Iron Cobra

    Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60ft., low-light vision; Perception +0; AC 20, touch 13, flat-footed 18 (+2Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-;

  • Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-;Immune construct traits; SR 13; Speed 40 ft.; Melee bite +3 (1d6+1 pluspoison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1,CMD 13 (can't be tripped); SQ find target

    Skills: Stealth +12

    Room #26 West Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) Leads to room #57, inhabited by 7 x Hobgoblin

    East Entry Archway

    Leads to room #145South Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20

    hp)

    Room Features Someone has scrawled "Amirie fell here, the best among us" on the northwall, A sundered club lies in the north-east corner of the room

    Monster 14 x Giant Centipede

    Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Sensesdarkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed 12 (+2 Dex,+2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affectingeffects; Speed 40 ft., climb 40 ft.; Melee bite +2 (1d6-1 plus poison); SApoison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1,CMD 11 (can't be tripped)

    Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

    Room #27 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Leads to room #132South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    Room Features Part of the ceiling has collapsed into the room, A toppled statue lies in thesouth-west corner of the room

    Monster 1 x Troll

    Troll: CR 5, XP 1600; CE Large Humanoid (giant); Init +2; Senses darkvision60 ft., low-light vision, scent; Perception +8; AC 16, touch 11, flat-footed14; (+2 Dex, +5 natural, -1 size); hp 63 (6d8+36), regeneration 5 (acid orfire); Fort +11, Ref +4, Will +3; Speed 30 ft.; Melee bite +8 (1d8+5), 2claws +8 (1d6+5); Space 10 ft.; Reach 10 ft.; SA rend (2 claws, 1d6+7); Str21, Dex 14, Con 23, Int 6, Wis 9, Cha 6; Base Atk +4, CMB +10, CMD 22

    Skills and Feats: Intimidate +9, Perception +8; Intimidating Prowess, IronWill, Skill Focus (Perception)

    Treasure: 46 gp; Masterwork Breastplate (350 gp), Masterwork Longspear(305 gp); Oil of Bless Weapon (cr, 50 gp), Oil of Purify Food and Drink (cr,25 gp), Scroll of Bull's Strength (cr, 150 gp), Wand of Animate Rope (cr,750 gp); hoard total 1676 gp

    Trap Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27;Trigger proximity (alarm); Reset none; Effect spell effect (acid arrow, Atk+2 ranged touch, 2d4 acid damage for 4 rounds)

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

    21 pp, 224 gp, 350 sp, 1300 cp; Lapis Lazuli (8 gp), Peridot (50 gp),Rhodochrosite (8 gp), Rock Quartz (9 gp), Sard (55 gp), Shell (12 gp); Goldand ivory decanter (400 gp), Gold censer with silver filigree (90 gp), Goldholy symbol (100 gp), Ivory bowl with animal carvings (40 gp), Silver combwith ornate handle (75 gp), Silver noble family seal (60 gp); Scroll ofMagic Stone (cr, 25 gp); hoard total 1414 gp

  • Room #28 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

    Leads to room #82, inhabited by 3 x Rat Swarm

    Room Features A wooden platform hangs over a deep pit in the north side of the room,Someone has scrawled "Upon the ninth day of the Summer of Gold, whenthe light comes to lifeless eyes, the Blue Court shall be found" on the southwall

    Monster 3 x Drow

    Drow: CR 1/3, XP 135; CE Medium Humanoid (elf); Init +2; Sensesdarkvision 120 ft.; Perception +2; AC 15, touch 12, flat-footed 13 (+2 armor,+2 Dex, +1 shield); hp 5 (1d10); Fort +2, Ref +2, Will -1, +2 vs.enchantment; Immune sleep; SR 7; Weak light blindness; Speed 30 ft.;Melee rapier +2 (1d6/18-20); Ranged hand crossbow +3 (1d4/19-20 pluspoison); SA spell-like abilities CL 1st; Str 11, Dex 15, Con 10, Int 10, Wis9, Cha 10; Base Atk +1, CMB +1, CMD 13; SQ poison use

    Skills and Feats: Perception +2, Stealth +2; Weapon Finesse

    Treasure: 5 gp, 40 sp; Masterwork Light Steel Shield (159 gp); Potion ofVanish (apg, 50 gp); hoard total 218 gp

    Room #29 West Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    The door is concealed within a horrific torture device

    Leads to room #79

    Room Features A stone dais and throne sits in the north-east corner of the room, Someonehas scrawled "The Rogues of Laleah looted this place" on the south wall

    Monster 10 x Hobgoblin

    Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2;Senses darkvision 60 ft.; Perception +2; AC 16, touch 12, flat-footed 14 (+3armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed30 ft.; Melee longsword +4 (1d8+2/19-20); Ranged longbow +3 (1d8/x3); Str15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15

    Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus(longsword)

    Treasure: 70 gp; Deep Blue Spinel (80 gp), Milky Quartz (55 gp), Sard (55gp), Topaz (500 gp); Potion of Resist Sonic (3rd) (cr, 300 gp), Wand of CureLight Wounds (cr, 750 gp); hoard total 1810 gp

    Room #30 East Entry Unlocked Stone Door (hard 8, 60 hp) Leads to room #131, inhabited by 2 x Skeletal Champion

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

    One-way Door: CR 7; mechanical; Perception DC 22; Disable DeviceDC 22

    Room Features Numerous pillars line the east and west walls, A pile of sundered shieldslies in the center of the room

    Room #31 North Entry Archway

    West Entry Archway

    South Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

    The door is located above a small stone dais and concealed within amosaic of vile acts

  • mosaic of vile acts

    Leads to room #109

    Monster 4 x Skum (Ulat-Kini)

    Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic);Init +1; Senses darkvision 60 ft.; Perception +5; AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3;Resist cold 10; Speed 20 ft., swim 40 ft.; Melee trident +4 (1d8+2), claw +2(1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con17, Int 10, Wis 10, Cha 6; Base Atk +2, CMB +4, CMD 15; SQ amphibious

    Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6(+10 underwater), Swim +15; Multiattack, Toughness

    Treasure: 70 gp, 110 sp, 1200 cp; Citrine (45 gp); Carved ivory scroll case(60 gp), Carved stone idol (30 gp), Gold and platinum statuette of a deity(750 gp), Gold holy symbol (100 gp), Silver comb with ornate handle (75gp), Silver scepter with eagle symbols (125 gp); Masterwork CompositeShortbow (375 gp), Masterwork Greataxe (320 gp); Potion of Reduce Person(cr, 50 gp), Scroll of Read Magic (cr, 12 gp 5 sp); hoard total 2035 gp 5 sp

    Room #32 North Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

    The door is concealed by an illusion

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

    The door is located near the ceiling and concealed behind an area ofmold

    East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    Summon Monster VI Trap: CR 7; magic; Perception DC 31; DisableDevice DC 31; Trigger proximity (alarm); Reset none; Effect spelleffect (summon monster VI, summons 1d3 Large elementals or 1 Hugeelemental)

    South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #110, inhabited by 4 x Choker

    Monster 1 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) Trapped and Locked Good Wooden Chest (OpenLock DC 30, break DC 18; hard 5, 15 hp)

    Poisoned Arrow Trap: CR 3; mechanical; Perception DC 20; Disable DeviceDC 20; Trigger location; Reset manual; Effect Atk +12 ranged (2d6/x3 plusblack adder venom [injury, Fort DC 11, 1/rd. for 6 rds., 1d2 Con, 1 save])

    28 pp, 322 gp, 330 sp, 800 cp; Chrysoberyl (100 gp), Freshwater Pearl (11gp), Jasper (55 gp), Opal (500 gp), Rhodochrosite (9 gp), 2 x Rock Quartz (9gp), Sard (60 gp), Sardonyx (35 gp), Zircon (55 gp); Scroll of Detect Poison(cr, 12 gp 5 sp); hoard total 1498 gp 5 sp

    Room #33 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #111, inhabited by 5 x Skum

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

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

    Empty

    Room #34 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)

    Leads to room #112East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

    The door is concealed behind a tapestry of vile acts

    Room Features A wooden platform hangs over a deep pit in the east side of the room, Atile labyrinth covers the floor

    Room #35 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magicallyreinforced, +10 to break DC)

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

    Room Features A clicking noise fills the room, Several wax blobs are scattered throughoutthe room

    Monster 1 x Basilisk

    Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will +5;Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con 15, Int2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)

    Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great Fortitude,Iron Will, Skill Focus (Perception)

    Treasure: 21 gp; Scroll of Mage Armor (cr, 25 gp), Wand of Acid Splash (cr,375 gp) (design provides clue to function); hoard total 421 gp

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

    57 pp, 436 gp, 327 sp, 990 cp; Agate (10 gp), Alabaster (9 gp), Citrine (65gp), Lapis Lazuli (12 gp), Obsidian (12 gp), Onyx (45 gp); Crystal skull (80gp), Ivory bowl with animal carvings (40 gp), Silver candelabra with holysymbol (75 gp), Silver hand mirror (75 gp); Oil of Light (cr, 25 gp), Potion ofKeen Senses (apg, 50 gp); hoard total 1546 gp 6 sp

    Room #36 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

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

    Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable DeviceDC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets offreezing water (3d6 cold damage, DC 20 Reflex save for half damage);multiple targets (all targets in a 40 ft. square area)

    Room Features An altar of evil sits in the north-west corner of the room, An iron chainhangs from the ceiling in the east side of the room

    Monster 4 x Morlock

    Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Sensesdarkvision 120 ft., scent; Perception +2; AC 15, touch 14, flat-footed 11 (+4Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease,poison; Weak light blindness; Speed 40 ft., climb 30 ft.; Melee club +5

  • poison; Weak light blindness; Speed 40 ft., climb 30 ft.; Melee club +5(1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str14, Dex 19, Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19;SQ expert climber

    Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns);Improved Initiative, Lightning Reflexes

    Treasure: 34 pp, 291 gp, 120 sp; Aquamarine (500 gp), Chrysoberyl (130gp), Freshwater Pearl (12 gp), Hematite (13 gp), Jasper (35 gp), SmokyQuartz (45 gp), Zircon (40 gp); Masterwork Heavy Crossbow (350 gp);Scroll of Burning Hands (cr, 25 gp); hoard total 1793 gp

    Room #37 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 tobreak DC)

    Leads to room #75, inhabited by 4 x Cave FisherSouth Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

    Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable DeviceDC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets offreezing water (3d6 cold damage, DC 20 Reflex save for half damage);multiple targets (all targets in a 40 ft. square area)

    South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Monster 3 x Bugbear

    Bugbear: CR 2, XP 600; CE Medium Humanoid (goblinoid); Init +1; Sensesdarkvision 60 ft., scent; Perception +8; AC 17, touch 11, flat-footed 16 (+2armor, +1 Dex, +3 natural, +1 shield); hp 16 (3d8+3); Fort +2, Ref +4, Will+1; Speed 30 ft.; Melee morningstar +5 (1d8+3); Ranged javelin +3 (1d6+3);Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9; Base Atk +2, CMB +5, CMD16; SQ stalker

    Skills and Feats: Intimidate +7, Perception +8, Stealth +10; IntimidatingProwess, Skill Focus (Perception)

    Treasure: 30 pp, 255 gp, 378 sp, 2910 cp; Freshwater Pearl (8 gp);Masterwork Chainmail (300 gp), Masterwork Sickle (306 gp); Oil of Light(cr, 25 gp), Oil of Purify Food and Drink (cr, 25 gp), Potion of Guidance (cr,25 gp), Potion of Jump (cr, 50 gp), Potion of Magic Fang (cr, 50 gp), Scrollof Silent Image (cr, 25 gp); hoard total 1435 gp 9 sp

    Room #38 North Entry #1 Unlocked Stone Door (hard 8, 60 hp)

    North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magicallyreinforced, +10 to break DC)

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

    Leads to room #76East Entry Archway

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

    26 gp; Bronze statuette of a warrior (15 gp), Carved ivory scroll case (60gp), Gilded demon skull (300 gp), Set of six silver dice (75 gp), Silver combwith gold handle (125 gp), Silver noble family seal (60 gp); Scroll of FindTraps (cr, 150 gp), Wand of Magic Fang (cr, 750 gp); hoard total 1561 gp

    Room #39 East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features Someone has scrawled "Look to the right" on the east wall, A rustedgauntlet lies in the center of the room

    Monster 1 x Troll

  • Troll: CR 5, XP 1600; CE Large Humanoid (giant); Init +2; Senses darkvision60 ft., low-light vision, scent; Perception +8; AC 16, touch 11, flat-footed14; (+2 Dex, +5 natural, -1 size); hp 63 (6d8+36), regeneration 5 (acid orfire); Fort +11, Ref +4, Will +3; Speed 30 ft.; Melee bite +8 (1d8+5), 2claws +8 (1d6+5); Space 10 ft.; Reach 10 ft.; SA rend (2 claws, 1d6+7); Str21, Dex 14, Con 23, Int 6, Wis 9, Cha 6; Base Atk +4, CMB +10, CMD 22

    Skills and Feats: Intimidate +9, Perception +8; Intimidating Prowess, IronWill, Skill Focus (Perception)

    Treasure: 26 pp, 255 gp, 40 sp; Masterwork Padded Armor (155 gp); Oil ofMagic Weapon (cr, 50 gp), Potion of Darkvision (cr, 300 gp), Wand ofDivine Favor (cr, 750 gp) (inscription provides clue to function); hoard total1774 gp

    Room #40 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable

    Device DC 31; Trigger proximity (alarm); Reset none; Effect spelleffect (summon monster VI, summons 1d3 Large elementals or 1 Hugeelemental)

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

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

    South Entry #2 Secret (Search DC 25) Locked Stone Door (Open Lock DC 30, break DC 28;hard 8, 60 hp)

    A bookcase and section of wall pivots smoothly

    Room Features Someone has scrawled "Run away!" in draconic script on the south wall, Apile of barrel staves lies in the south side of the room

    Monster 1 x Basilisk

    Basilisk: CR 5, XP 1600; N Medium Magical Beast; Init -1; Sensesdarkvision 60 ft., low-light vision; Perception +10; AC 17, touch 9, flat-footed 17 (-1 Dex, +8 natural); hp 52 (7d10+14); Fort +9, Ref +4, Will +5;Speed 20 ft.; Melee bite +10 (1d8+4); SA gaze; Str 16, Dex 8, Con 15, Int2, Wis 13, Cha 11; Base Atk +7, CMB +10, CMD 19 (31 vs. trip)

    Skills and Feats: Perception +10, Stealth +10; Blind-Fight, Great Fortitude,Iron Will, Skill Focus (Perception)

    Treasure: 32 pp, 283 gp, 159 sp, 910 cp; Masterwork Leather Armor (160gp); hoard total 788 gp

    Room #41 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #106

    North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    Room Features Part of the ceiling has collapsed into the room, A faded and torn tapestryhangs from the north wall

    Monster 16 x Giant Centipede

    Giant Centipede: CR 1/2, XP 200; N Medium Vermin; Init +2; Sensesdarkvision 60 ft.; Perception +4; AC 14, touch 12, flat-footed 12 (+2 Dex,+2 natural); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; Immune mind-affectingeffects; Speed 40 ft., climb 40 ft.; Melee bite +2 (1d6-1 plus poison); SApoison; Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2; Base Atk +0, CMB -1,CMD 11 (can't be tripped)

    Skills and Feats: Climb +10, Perception +4, Stealth +10; Weapon Finesse

    Room #42 West Entry Archway Leads to room #98, inhabited by 5 x Dark Creeper

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

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

    Empty

    Room #43 North Entry Archway

    West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,+1 to break DC)

    Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable DeviceDC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets offreezing water (3d6 cold damage, DC 20 Reflex save for half damage);multiple targets (all targets in a 40 ft. square area)

    Room Features The north and east walls are covered with mold, A sundered helm lies inthe north side of the room

    Monster 1 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 #44 North Entry Unlocked Iron Door (hard 10, 60 hp)

    West Entry Secret (Search DC 25) Locked Iron Door (Open Lock DC 40, break DC 28;hard 10, 60 hp) (slides to one side, +1 to break DC)

    The door is concealed within a horrific torture device

    Wall Scythe Trap: CR 4; mechanical; Perception DC 20; DisableDevice DC 20; Trigger location; Reset automatic reset; Effect Atk +20melee (2d4+6/x4)

    Leads to room #100, inhabited by 5 x Morlock

    Monster 3 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: 103 gp, 13 sp, 90 cp; Amethyst (100 gp), Black Pearl (650 gp), Jet(100 gp), Moonstone (35 gp), Moonstone (50 gp), Opal (500 gp), RoseQuartz (50 gp), Sard (60 gp); hoard total 1650 gp 2 sp

    Trap Scythe Blade: CR 6; mechanical; Perception DC 24; Disable Device DC 22;Trigger location; Reset manual; Effect Atk +14 melee (6d6/19-20); multipletargets (all targets in a 5 ft. radius arc)

    Hidden Treasure Trapped and Locked Simple Wooden Chest (Open Lock DC 20, break DC15; hard 5, 10 hp)

    Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC 27;Trigger proximity (alarm); Reset none; Effect spell effect (acid arrow, Atk+2 ranged touch, 2d4 acid damage for 4 rounds)

    33 gp, 15 sp, 90 cp; Bronze statuette of a warrior (15 gp), Copper and glass

  • 33 gp, 15 sp, 90 cp; Bronze statuette of a warrior (15 gp), Copper and glassdecanter (25 gp), Decorated electrum plate (110 gp), Gold and mithral babyrattle (500 gp), Silver baby rattle (50 gp), Silver flagon with religiousmarkings (80 gp); Scroll of Shield Other (cr, 150 gp), Wand of Message (cr,375 gp) (inscription provides clue to function); hoard total 1340 gp 4 sp

    Room #45 West Entry #1 Archway Leads to room #138

    West Entry #2 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)(slides to one side, +1 to break DC)

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

    Leads to room #140, inhabited by 6 x Human ZombieEast Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically

    reinforced, +10 to break DC)

    Room Features A tapestry of ghoulish carnage hangs from the north wall, A pile of spoiledmeat lies in the north-west corner of the room

    Room #46 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    Leads to room #92, inhabited by 5 x Bat Swarm

    Empty

    Room #47 North Entry #1 Archway

    North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #97, inhabited by 7 x TroglodyteWest Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #118, inhabited by 2 x Dark CreeperEast Entry #1 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

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

    East Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    Empty

    Room #48 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to oneside, +1 to break DC)

    Leads to room #98, inhabited by 5 x Dark CreeperNorth Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    East Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

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

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

    Monster 4 x Bat Swarm

  • Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Sensesblindsense 20 ft., low-light vision; Perception +15; AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DAswarm traits; Immune weapon damage; Speed 5 ft., fly 40 ft. (good); Meleeswarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding;Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4; Base Atk +2, CMB --, CMD --;SQ swarm traits

    Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus(Perception)

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

    80 gp, 69 sp, 160 cp; Black Pearl (550 gp), Coral (100 gp), Green Spinel (50gp), Rock Quartz (7 gp), Rose Quartz (50 gp), Tigereye (11 gp); Crystal eggwith silver stand (50 gp), Platinum holy symbol (500 gp), 2 x Silvercauldron with animal symbols (120 gp), 2 x Silver statue of a dragon (65gp); hoard total 1776 gp 5 sp

    Room #49 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    West Entry #1 Secret (Search DC 30) Trapped and Unlocked Good Wooden Door (hard 5,15 hp)

    A bookcase and concealed door pivots smoothly

    Electrified Lock: CR 4; magic; Perception DC 22; Disable Device DC22; Trigger touch; Reset none; Effect electric shock (4d6 electricitydamage, DC 12 Reflex save for half damage)

    West Entry #2 Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

    Leads to room #120, inhabited by 5 x ChokerEast Entry #1 Unlocked Stone Door (hard 8, 60 hp)

    East Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp) (slides up, +2 to break DC)

    Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC30; Trigger proximity (alarm); Reset none; Effect spell effect (flamestrike, 8d6 fire damage, DC 17 Reflex save for half damage); multipletargets (all targets in a 10 ft. radius cylinder)

    Room Features A narrow pit covered by iron bars lies in the center of the room, The wallshave been engraved with endless spirals

    Trap Arrow Trap: CR 4; mechanical; Perception DC 24; Disable Device DC 20;Trigger location; Reset manual; Effect Atk +14 ranged (5d6/x3)

    Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28;hard 10, 60 hp)

    26 pp, 310 gp, 200 sp; Azurite (11 gp), Carnelian (40 gp), Chrysoprase (55gp), Citrine (50 gp), Freshwater Pearl (8 gp), Jade (110 gp), Malachite (10gp), Milky Quartz (45 gp), Topaz (450 gp), Turquoise (10 gp); Silver holysymbol (25 gp); Scroll of Detect Magic (cr, 12 gp 5 gp); hoard total 1416 gp

    Room #50 North Entry Archway

    East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    East Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

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

    Monster 8 x Human Zombie

    Human Zombie: CR 1/2, XP 200; NE Medium Undead; Init +0; Sensesdarkvision 60 ft.; Perception +0; AC 12, touch 10, flat-footed 12 (+2natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immune

  • natural); hp 12 (2d8+3); Fort +0, Ref +0, Will +3; DR 5/slashing; Immuneundead traits; Speed 30 ft.; Melee slam +4 (1d6+4); Str 17, Dex 10, Con -,Int -, Wis 10, Cha 10; Base Atk +1, CMB +4, CMD 14; SQ staggered

    Feats: Toughness

    Room #51 North Entry Archway Leads to room #120, inhabited by 5 x Choker

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

    Room Features Burning torches in iron sconces line the west wall, The south and westwalls are covered with slime

    Room #52 North Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 30, break DC 28;hard 8, 60 hp) (magically reinforced, +10 to break DC)

    The door is located above a small stone dais and only three feet high

    Leads to room #119, inhabited by 4 x Iron CobraEast Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features Someone has scrawled "It is awake" on the south wall, Mysterious leversand mechanisms cover the north and west walls

    Room #53 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side,+1 to break DC)

    Leads to room #118, inhabited by 2 x Dark Creeper

    Room Features The south and east walls have been engraved with incoherent labyrinths,Rusting iron spikes line the east and west walls

    Monster 3 x Iron Cobra

    Iron Cobra: CR 2, XP 600; N Small Construct; Init +2; Senses darkvision 60ft., low-light vision; Perception +0; AC 20, touch 13, flat-footed 18 (+2Dex, +7 natural, +1 size); hp 15 (1d10+10); Fort +0, Ref +2, Will +0; DR 5/-;Immune construct traits; SR 13; Speed 40 ft.; Melee bite +3 (1d6+1 pluspoison); Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1; Base Atk +1, CMB +1,CMD 13 (can't be tripped); SQ find target

    Skills: Stealth +12

    Room #54 West Entry #1 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

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

    West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;hard 5, 10 hp) (slides to one side, +1 to break DC)

    Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable DeviceDC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets offreezing water (3d6 cold damage, DC 20 Reflex save for half damage);multiple targets (all targets in a 40 ft. square area)

    Leads to room #117

    Room Features Someone has scrawled "The Scarred Oak shall be destroyed when the sun iseclipsed in the Falcon and the Seal of Aether fails" on the west wall, Abroken wooden chest lies in the west side of the room

  • Room #55 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

    East Entry #1 Archway

    Leads to room #24, inhabited by 5 x Cave FisherEast Entry #2 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20

    hp)

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

    South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

    South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features A magical mirror on the south wall answers simple questions about thedungeon (yes/no), A charred wooden shield lies in the south-west corner ofthe room

    Monster 1 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 #56 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Acid Spray: CR 4; magic; Perception DC 24; Disable Device DC 22;Trigger proximity (alarm); Reset none; Effect acid spray (4d6 aciddamage, DC 10 Reflex save for half damage)

    Empty

    Room #57 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    East Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    Leads to room #26, inhabited by 14 x Giant Centipede

    Room Features A weapon rack and iron gong sit in the west side of the room, A pile ofbroken arrows lies in the east side of the room

    Monster 7 x Hobgoblin

    Hobgoblin: CR 1/2, XP 200; LE Medium Humanoid (goblinoid); Init +2;Senses darkvision 60 ft.; Perception +2; AC 16, touch 12, flat-footed 14 (+3armor, +2 Dex, +1 shield); hp 17 (1d10+7); Fort +5, Ref +2, Will +1; Speed30 ft.; Melee longsword +4 (1d8+2/19-20); Ranged longbow +3 (1d8/x3); Str15, Dex 15, Con 16, Int 10, Wis 12, Cha 8; Base Atk +1, CMB +3, CMD 15

    Skills and Feats: Perception +2, Stealth +5; Toughness, Weapon Focus(longsword)

    Treasure: 115 gp, 450 sp, 2000 cp; Aquamarine (650 gp), Bloodstone (50gp), Rhodochrosite (10 gp), Rock Quartz (13 gp), Sard (50 gp), SmokyQuartz (55 gp), Tourmaline (80 gp); Oil of Bless Weapon (cr, 50 gp), Potionof Resistance (cr, 25 gp), Potion of Virtue (cr, 25 gp), Scroll of Sleep (cr, 25gp); hoard total 1213 gp

  • Room #58 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (magicallyreinforced, +10 to break DC)

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

    Room Features Several alcoves are cut into the north and east walls, The ceiling iscovered with crystalline stalactites

    Room #59 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side,+1 to break DC)

    East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    Leads to room #86South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Empty

    Room #60 North Entry Secret (Search DC 30) Trapped and Unlocked Iron Door (hard 10, 60 hp) The door is concealed within the mouth of a demonic face carved from

    stone

    Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    South Entry Archway

    Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 30,break DC 15; hard 5, 10 hp)

    54 gp, 46 sp, 100 cp; Azurite (10 gp), Black Pearl (550 gp), Bloodstone (60gp), Coral (70 gp), Lapis Lazuli (10 gp), Moonstone (55 gp); Decoratedsilver plate (60 gp), Elaborate copper wind chimes (20 gp), Gold bowl withdragon engravings (400 gp), Painting of a princess (100 gp), Set of sixsilver dice (75 gp), Silver statue of a dragon (65 gp); hoard total 1534 gp 6sp

    Room #61 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

    Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable DeviceDC 20; Trigger location; Duration 3 rounds; Reset none; Effect jets offreezing water (3d6 cold damage, DC 20 Reflex save for half damage);multiple targets (all targets in a 40 ft. square area)

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

    Leads to room #84

    Empty

    Room #62 North Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

    West Entry Unlocked Stone Door (hard 8, 60 hp)

    Leads to room #83, inhabited by 5 x MorlockSouth Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Room Features A faded and torn tapestry hangs from the west wall, The sound of chimes

  • Room Features A faded and torn tapestry hangs from the west wall, The sound of chimescan be faintly heard near the south wall

    Monster 1 x Gibbering Mouther

    Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Sensesall-around vision, darkvision 60 ft.; Perception +12; AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5;DA amorphous; DR 5/bludgeoning; Immune critical hits, precision damage;Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain,engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, groundmanipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4, Wis13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)

    Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus(bite)

    Treasure: 35 pp, 210 gp; Masterwork Quarterstaff (600 gp); Oil of Grease(cr, 50 gp), Potion of Pass without Trace (cr, 50 gp), Scroll of CureModerate Wounds (cr, 150 gp); hoard total 1410 gp

    Room #63 North Entry #1 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 25,break DC 15; hard 5, 10 hp)

    A bookcase and concealed door pivots smoothly

    North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Leads to room #99, inhabited by 8 x VegepygmySouth Entry 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 tapestryof arcane patterns

    Empty

    Room #64 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

    Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28;Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6fire damage, DC 14 Reflex save for half damage); multiple targets (alltargets in a 20 ft. radius burst)

    Leads to room #100, inhabited by 5 x Morlock

    Empty

    Room #65 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    East Entry Archway

    Leads to room #87

    Room Features A magical shrine in the east side of the room grants the ability to conjurewater (once per day) to whomever offers a prayer to a god of law (but onlyonce), Someone has scrawled "Explosive runes" on the south wall

    Room #66 West Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)

    Arrow Trap: CR 5; mechanical; Perception DC 22; Disable Device DC

  • Arrow Trap: CR 5; mechanical; Perception DC 22; Disable Device DC22; Trigger location; Reset manual; Effect Atk +10 ranged (5d6/x3)

    West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #88East Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;

    hard 5, 15 hp)

    Fireball Trap: CR 5; magic; Perception DC 28; Disable Device DC 28;Trigger proximity (alarm); Reset none; Effect spell effect (fireball, 6d6fire damage, DC 14 Reflex save for half damage); multiple targets (alltargets in a 20 ft. radius burst)

    Room Features An iron cauldron and weapon rack sit in the south-east corner of the room,Someone has scrawled "Jago stands here, slain by a basilisk" in goblinrunes on the east wall

    Monster 3 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: 2 pp, 50 gp; Masterwork Nunchaku (302 gp), Masterwork Rapier(320 gp); Oil of Align Weapon (cr, 300 gp), Potion of Resist Electricity (3rd)(cr, 300 gp), Scroll of Detect Poison (cr, 12 gp 5 sp), Scroll of MagicMissile (cr, 25 gp), Wand of Color Spray (cr, 750 gp); hoard total 2079 gp 5sp

    Room #67 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #156

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

    Empty

    Room #68 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #157, inhabited by 8 x Vegepygmy

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

    Teleporter Crystal: CR 4; magic; Perception DC 20; Disable Device DC22; Trigger touch; Reset none; Effect teleport (teleported one leveldown, DC 12 Will save negates)

    Room Features Several alcoves are cut into the south and east walls, A briny odor fills theeast side of the room

    Room #69 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) Guillotine Blade: CR 3; mechanical; Perception DC 20; Disable Device

    DC 22; Trigger location; Reset manual; Effect Atk +10 melee (1d6/19-20)

    East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

    East Entry #2 Archway

    South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #158, inhabited by 1 x Basilisk

  • Empty

    Room #70 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Acid Spray: CR 4; magic; Perception DC 22; Disable Device DC 20;

    Trigger visual (arcane eye); Reset none; Effect acid spray (5d6 aciddamage, DC 12 Reflex save for half damage)

    Room Features Part of the ceiling has collapsed into the room, A sundered helm lies in thenorth-east corner of the room

    Monster 2 x Cave Fisher

    Cave Fisher: CR 2, XP 600; N Medium Vermin; Init +1; Senses darkvision 60ft.; Perception +0; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp22 (3d8+9); Fort +6, Ref +2, Will +1; Immune mind-affecting effects; Speed20 ft., climb 20 ft.; Melee 2 claws +5 (1d4+3); Ranged filament +3 (drag);SA pull (filament, 10 feet); Str 17, Dex 12, Con 17, Int -, Wis 10, Cha 4;Base Atk +2, CMB +5 (+9 with pull), CMD 16 (28 vs. trip)

    Skills: Climb +11

    Room #71 East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Room Features A narrow shaft descends from the room into a plundered tomb below, Thenorth and east walls are covered with bloodstains

    Room #72 West Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)

    Monster 11 x Vegepygmy

    Vegepygmy: CR 1/2, XP 200; N Small Plant; Init +2; Senses darkvision 60ft., low-light vision; Perception +7; AC 16, touch 13, flat-footed 14; (+2Dex, +3 natural, +1 size); hp 5 (1d8+1); Fort +3, Ref +2, Will +0; DR5/slashing or bludgeoning; Immune electricity, plant traits; Speed 30 ft.;Melee 2 claws +1 (1d4) or longspear +1 (1d6); Str 11, Dex 14, Con 12, Int8, Wis 11, Cha 11; Base Atk +0, CMB -1, CMD 11

    Skills and Feats: Perception +7, Stealth +10 (+18 in vegetation); Skill Focus(Perception)

    Treasure: 23 pp, 267 gp, 230 sp; Alabaster (11 gp), Citrine (50 gp),Freshwater Pearl (7 gp), Ivory (50 gp), Pyrite (9 gp), Shell (10 gp); Potion ofShield of Faith (cr, 50 gp), Scroll of Guidance (cr, 12 gp 5 sp), Scroll ofPass without Trace (cr, 25 gp), Wand of Stabilize (cr, 375 gp); hoard total1119 gp 5 sp

    Room #73 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp) Leads to room #125, inhabited by 1 x Wraith

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

    Room Features Someone has scrawled "The Steel Cup is broken" in orcish runes on thenorth wall, Groaning fills the room

    Monster 1 x Minotaur

    Minotaur: CR 4, XP 1200; CE Large Monstrous Humanoid; Init +0; Sensesdarkvision 60 ft.; Perception +10; AC 14, touch 9, flat-footed 14 (+5natural, -1 size); hp 45 (6d10+12); Fort +6, Ref +5, Will +5; DA naturalcunning; Speed 30 ft.; Melee greataxe +9/+4 (3d6+6/x3) and gore +4(1d6+2); Space 10 ft.; Reach 10 ft.; SA powerful charge (gore +11, 2d6+6);Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8; Base Atk +6, CMB +11, CMD21

  • Skills and Feats: Intimidate +5, Perception +10, Stealth +2, Survival +10;Great Fortitude, Improved Bull Rush, Power Attack

    Treasure: 31 pp, 300 gp, 190 sp, 800 cp; Peridot (50 gp); Carved ivoryscroll case (60 gp); Masterwork Shortspear (301 gp); Potion of Jump (cr, 50gp), Scroll of Magic Missile (cr, 25 gp), Scroll of Virtue (cr, 12 gp 5 sp);hoard total 1135 gp 5 sp

    Room #74 North Entry Archway Leads to room #125, inhabited by 1 x Wraith

    West Entry Secret (Search DC 30) Trapped and Unlocked Iron Door (hard 10, 60 hp)

    The door is concealed by an illusion

    Wyvern Arrow Trap: CR 6; mechanical; Perception DC 20; DisableDevice DC 20; Trigger location; Reset none; Effect Atk +15 ranged(1d6/x3 plus wyvern poison [injury, Fort DC 17, 1/rd. for 6 rds., 1d4Con, 2 saves])

    Room Features A faded and torn tapestry hangs from the east wall, A pair of boots lies inthe center of the room

    Room #75 West Entry #1 Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)

    Rune of Dread: CR 5; magic; Perception DC 24; Disable Device DC 20;Trigger proximity (alarm); Reset none; Effect fear (frightened for 1d4rounds, DC 10 Will save negates); multiple targets (all targets in a 10ft. radius burst)

    West Entry #2 Archway

    West Entry #3 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 tobreak DC)

    Leads to room #37, inhabited by 3 x BugbearEast Entry Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

    The door is only three feet high

    South Entry Archway

    Monster 4 x Cave Fisher

    Cave Fisher: CR 2, XP 600; N Medium Vermin; Init +1; Senses darkvision 60ft.; Perception +0; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural); hp22 (3d8+9); Fort +6, Ref +2, Will +1; Immune mind-affecting effects; Speed20 ft., climb 20 ft.; Melee 2 claws +5 (1d4+3); Ranged filament +3 (drag);SA pull (filament, 10 feet); Str 17, Dex 12, Con 17, Int -, Wis 10, Cha 4;Base Atk +2, CMB +5 (+9 with pull), CMD 16 (28 vs. trip)

    Skills: Climb +11

    Room #76 East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

    East Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

    Leads to room #38

    Room Features A set of demonic war masks hangs on the east wall, A large table and largetable sit in the north-west corner of the room

    Trap Barbed Net Trap: CR 5; mechanical; Perception DC 20; Disable Device DC20; Trigger location; Reset manual; Effect Atk +14 ranged (grappled, EscapeArtist DC 20 to escape); multiple targets (all targets in a 10 ft. square area)

    Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 20,break DC 25; hard 5, 20 hp)

  • 45 gp, 51 sp, 90 cp; Deep Blue Spinel (90 gp), Hematite (9 gp), LapisLazuli (13 gp), Obsidian (10 gp), Opal (500 gp), Red Spinel (65 gp),Sardonyx (60 gp); Bronze flagon with warrior images (50 gp), Copperscepter with gold inlay (50 gp), Gold and platinum statuette of a deity (750gp), Gold and silver hand mirror (120 gp), Gold censer with silver filigree(90 gp), Set of six ivory dice (30 gp); hoard total 1888 gp

    Room #77 West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    East Entry #1 Archway

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

    Magic Missle Trap: CR 5; magic; Perception DC 22; Disable DeviceDC 20; Trigger proximity (alarm); Reset none; Effect magic missile (1d6force damage); never miss

    East Entry #3 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

    Falling Block Trap: CR 5; mechanical; Perception DC 20; DisableDevice DC 20; Trigger location; Reset manual; Effect Atk +15 melee(6d6); multiple targets (all targets in a 10 ft. square area)

    Room Features The south and east walls have been engraved with glowing symbols, Thescent of smoke fills the south-east corner of the room

    Monster 1 x Ochre Jelly

    Ochre Jelly: CR 5, XP 1600; N Large Ooze; Init -5; Senses blindsight 60 ft.;Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 63(6d8+36); Fort +8, Ref -3, Will -3; DA split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; Speed 10 ft.,climb 10 ft.; Melee slam +5 (2d4+3 plus 1d4 acid and grab); Space 10 ft.;Reach 5 ft.; SA constrict (2d4+3 plus 1d4 acid); Str 14, Dex 1, Con 22, Int -,Wis 1, Cha 1; Base Atk +4, CMB +7 (+11 grapple), CMD 12 (can't betripped)

    Skills: Climb +10

    Room #78 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    Monster 4 x Morlock

    Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Sensesdarkvision 120 ft., scent; Perception +2; AC 15, touch 14, flat-footed 11 (+4Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease,poison; Weak light blindness; Speed 40 ft., climb 30 ft.; Melee club +5(1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str14, Dex 19, Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19;SQ expert climber

    Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns);Improved Initiative, Lightning Reflexes

    Treasure: 29 gp, 40 sp; Freshwater Pearl (10 gp), Freshwater Pearl (12 gp),Onyx (50 gp); Carved stone idol (30 gp), Engraved jade scarab (85 gp),Gold holy symbol (100 gp), Mithral scepter with gold inlay (600 gp),Painting of a noblewoman (50 gp), Set of six silver dice (75 gp);Masterwork Battleaxe (310 gp); Scroll of Stone Shape (cr, 375 gp), Wand ofCharm Person (cr, 750 gp); hoard total 2480 gp

    Room #79 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 tobreak DC)

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

  • DC)

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

    The door is concealed within a horrific torture device

    Leads to room #29, inhabited by 10 x HobgoblinSouth Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #130

    Room Features Someone has scrawled "Upon the Twilight of Ice and Steel, in the Labyrinthof Thunder, the Sword of Chivalry shall be restored" on the north wall, Thescent of ozone fills the room

    Room #80 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

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

    Contact Poison: CR 6; mechanical; Perception DC 20; Disable DeviceDC 20; Trigger touch; Reset none; Effect contact poison (malyass rootpaste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1save])

    South Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Leads to room #131, inhabited by 2 x Skeletal Champion

    Empty

    Room #81 North Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

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

    Leads to room #132West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #82, inhabited by 3 x Rat SwarmEast Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features A stack of rotting wooden crates stands against the north wall, A pile ofcandles lies in the south-east corner of the room

    Monster 1 x Gibbering Mouther

    Gibbering Mouther: CR 5, XP 1600; N Medium Aberration; Init +3; Sensesall-around vision, darkvision 60 ft.; Perception +12; AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); hp 46 (4d8+28); Fort +8, Ref +4, Will +5;DA amorphous; DR 5/bludgeoning; Immune critical hits, precision damage;Speed 10 ft., swim 20 ft.; Melee 6 bites +7 (1d4 plus grab); SA blood drain,engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, groundmanipulation, spittle (+6 ranged touch); Str 10, Dex 17, Con 24, Int 4, Wis13, Cha 12; Base Atk +3, CMB +3 (+7 grapple), CMD 16 (can't be tripped)

    Skills and Feats: Perception +12, Swim +8; Weapon Finesse, Weapon Focus(bite)

    Treasure: 66 pp, 440 gp; Potion of Blur (cr, 300 gp), Potion of Darkvision(cr, 300 gp), Scroll of False Life (cr, 150 gp); hoard total 1850 gp

    Room #82 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #28, inhabited by 3 x Drow

    West Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

  • hp)

    West Entry #3 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Leads to room #81, inhabited by 1 x Gibbering Mouther

    Room Features A sloped pit lined with iron spikes lies in the south side of the room, Atapestry of legendary monsters hangs from the west wall

    Monster 3 x Rat Swarm

    Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-lightvision, scent; Perception +8; AC 14, touch 14, flat-footed 12 (+2 Dex, +2size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15ft., climb 15 ft., swim 15 ft.; Melee swarm (1d6 plus disease); Space 10 ft.;Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2,Wis 13, Cha 2; Base Atk +2, CMB --, CMD --

    Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14,Swim +10; Improved Initiative, Skill Focus (Perception)

    Trap Summon Monster VI Trap: CR 7; magic; Perception DC 31; Disable DeviceDC 31; Trigger proximity (alarm); Reset none; Effect spell effect (summonmonster VI, summons 1d3 Large elementals or 1 Huge elemental)

    Hidden Treasure Hidden (Search DC 30) Unlocked Strong Wooden Chest (hard 5, 20 hp)

    2 gp, 41 sp, 110 cp; Freshwater Pearl (10 gp), Rhodochrosite (11 gp);Carved stone idol (30 gp), Elaborate copper wind chimes (20 gp), Engravedgold scarab (75 gp), Engraved jade scarab (85 gp), Gilded demon skull (300gp), Gold statue of a lion (110 gp), Ivory bowl with animal carvings (40gp), Marble idol (300 gp), Porcelain mask (40 gp), Set of six ivory dice (30gp), Silver comb with gold handle (125 gp), Silver flagon with religiousmarkings (80 gp); hoard total 1263 gp 2 sp

    Room #83 West Entry Archway

    East Entry Unlocked Stone Door (hard 8, 60 hp)

    Leads to room #62, inhabited by 1 x Gibbering Mouther

    Monster 5 x Morlock

    Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Sensesdarkvision 120 ft., scent; Perception +2; AC 15, touch 14, flat-footed 11 (+4Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease,poison; Weak light blindness; Speed 40 ft., climb 30 ft.; Melee club +5(1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str14, Dex 19, Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19;SQ expert climber

    Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns);Improved Initiative, Lightning Reflexes

    Treasure: 67 gp, 240 sp, 700 cp; Aquamarine (450 gp), Jet (130 gp), Sard(50 gp), Zircon (55 gp); Bronze statuette of a warrior (15 gp), Engraved goldscarab (75 gp), Engraved jade scarab (85 gp), Gold mask (450 gp), Goldstatue of a dragon (110 gp), Silver candelabra with holy symbol (75 gp);Masterwork Shortsword (310 gp); Potion of Virtue (cr, 25 gp); hoard total1928 gp

    Room #84 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #61

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

    Room Features A stair ascends to a wooden platform in the north side of the room,Someone has scrawled "Finrahir was here" on the east wall

    Room #85 West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20

  • Room #85 West Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)

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

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

    Empty

    Room #86 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp) Leads to room #59

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

    Contact Poison: CR 6; mechanical; Perception DC 22; Disable DeviceDC 20; Trigger touch; Reset none; Effect contact poison (malyass rootpaste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1save])

    Trap Poisoned Arrow Trap: CR 6; mechanical; Perception DC 20; Disable DeviceDC 24; Trigger location; Reset manual; Effect Atk +12 ranged (1d6/x3 plusmedium spider venom [injury, Fort DC 14, 1/rd. for 4 rds., 1d2 Str, 1 save])

    Room #87 West Entry Archway Leads to room #65

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

    Empty

    Room #88 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

    West Entry #2 Archway

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

    Leads to room #66, inhabited by 3 x Shadow

    Trap Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30;Trigger proximity (alarm); Reset none; Effect spell effect (flame strike, 8d6fire damage, DC 17 Reflex save for half damage); multiple targets (alltargets in a 10 ft. radius cylinder)

    Room #89 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

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

    Room Features Someone has scrawled "Badiga stands here, slain by a basilisk" on the eastwall, The ceiling is covered with bloodstains

    Monster 4 x Morlock

    Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Sensesdarkvision 120 ft., scent; Perception +2; AC 15, touch 14, flat-footed 11 (+4Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease,poison; Weak light blindness; Speed 40 ft., climb 30 ft.; Melee club +5(1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str14, Dex 19, Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19;SQ expert climber

    Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns);Improved Initiative, Lightning Reflexes

    Treasure: 28 pp, 191 gp, 140 sp, 900 cp; Carnelian (55 gp), FreshwaterPearl (9 gp), Turquoise (11 gp); Engraved mithral scarab (400 gp); Scroll ofAid (cr, 150 gp), Wand of Guidance (cr, 375 gp); hoard total 1494 gp

  • Aid (cr, 150 gp), Wand of Guidance (cr, 375 gp); hoard total 1494 gp

    Room #90 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Ice Dart Trap: CR 5; magic; Perception DC 22; Disable Device DC 20;Trigger visual (arcane eye); Reset none; Effect Atk +10 ranged (6d6cold)

    Leads to room #94

    Room Features A sloped pit lined with iron spikes lies in the south-west corner of theroom, Someone has scrawled "I'd rather be at the Emerald Rose" on thenorth wall

    Room #91 North Entry Archway Leads to room #138

    West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    Electricity Arc Trap: CR 4; mechanical; Perception DC 25; DisableDevice DC 20; Trigger touch; Reset none; Effect electricity arc (4d6electricity damage, DC 20 Reflex save for half damage); multipletargets (all targets in a 30 ft. line)

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

    Leads to room #140, inhabited by 6 x Human Zombie

    Room Features An altar of evil sits in the north-east corner of the room, Someone hasscrawled "The Company of the Black Raven looted this place" on the southwall

    Room #92 West Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

    Leads to room #46East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift

    DC)

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

    Room Features Several square holes are cut into the west wall, A tile mosaic of ancientmythology covers the floor

    Monster 5 x Bat Swarm

    Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Sensesblindsense 20 ft., low-light vision; Perception +15; AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DAswarm traits; Immune weapon damage; Speed 5 ft., fly 40 ft. (good); Meleeswarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding;Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4; Base Atk +2, CMB --, CMD --;SQ swarm traits

    Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus(Perception)

    Room #93 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

  • Electrified Lock: CR 6; magic; Perception DC 20; Disable Device DC22; Trigger touch; Reset none; Effect electric shock (5d6 electricitydamage, DC 14 Reflex save for half damage)

    Monster 3 x Rat Swarm

    Rat Swarm: CR 2, XP 600; N Tiny Animal (swarm); Init +6; Senses low-lightvision, scent; Perception +8; AC 14, touch 14, flat-footed 12 (+2 Dex, +2size); hp 16 (3d8+3); Fort +4, Ref +5, Will +2; DA swarm traits; Speed 15ft., climb 15 ft., swim 15 ft.; Melee swarm (1d6 plus disease); Space 10 ft.;Reach 0 ft.; SA disease, distraction (DC 12); Str 2, Dex 15, Con 13, Int 2,Wis 13, Cha 2; Base Atk +2, CMB --, CMD --

    Skills and Feats: Acrobatics +6, Climb +10, Perception +8, Stealth +14,Swim +10; Improved Initiative, Skill Focus (Perception)

    Room #94 West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) Ice Dart Trap: CR 5; magic; Perception DC 22; Disable Device DC 20;

    Trigger visual (arcane eye); Reset none; Effect Atk +10 ranged (6d6cold)

    Leads to room #90

    Empty

    Room #95 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Fire Spray: CR 6; magic; Perception DC 20; Disable Device DC 22;Trigger visual (true seeing); Reset none; Effect fire spray (4d6 firedamage, DC 14 Reflex save for half damage)

    North Entry #3 Unlocked Good Wooden Door (hard 5, 15 hp)

    Room Features A faded and torn tapestry hangs from the north wall, The floor is coveredwith slime

    Monster 1 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: 28 pp, 312 gp, 200 sp, 1200 cp; Alabaster (9 gp), Rock Quartz (11gp), Zircon (50 gp); Masterwork Warhammer (312 gp); Oil of Erase (cr, 50gp), Potion of Cure Light Wounds (cr, 50 gp), Scroll of Color Spray (cr, 25gp); hoard total 1131 gp

    Trap Magic Missle Trap: CR 3; magic; Perception DC 22; Disable Device DC 22;Trigger proximity (alarm); Reset none; Effect magic missile (2d6 forcedamage); never miss

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

    Flame Strike Trap: CR 6; magic; Perception DC 30; Disable Device DC 30;Trigger proximity (alarm); Reset none; Effect spell effect (flame strike, 8d6fire damage, DC 17 Reflex save for half damage); multiple targets (alltargets in a 10 ft. radius cylinder)

    Carved stone idol (30 gp), Gold chess