Beruflich Dokumente
Kultur Dokumente
Level 12
General
Dungeon Walls
Dungeon Floor
Temperature
Warm
Illumination
Corridors
Wandering
Monsters
Room #1
A chute descends from the corridor into the next dungeon level down
North Entry
Secret (Search DC 20) Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
The door is concealed behind an area of slime
East Entry
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Leads to room #59
South Entry
Empty
Room #2
South Entry
Room Features
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp) (slides
down, +1 to break DC)
Several iron cages are scattered throughout the room, A charred wooden
shield lies in the center of the room
Room #3
West Entry
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Leads to room #60
East Entry
Room Features
Monster
A fountain of water sits against the south wall, A clicking noise can be
faintly heard near the south wall
12 x Mummy
Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60
ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC
16 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 to
fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex
10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)
Treasure: 411 pp, 2026 gp, 355 sp, 1530 cp; Bloodstone (60 gp), Carnelian
(45 gp), Carnelian (50 gp), Deep Blue Spinel (100 gp), Garnet (120 gp),
Milky Quartz (55 gp), Moonstone (50 gp), Opal (550 gp), Red Spinel (45
gp), Topaz (450 gp), Topaz (500 gp), Tourmaline (110 gp); Masterwork
Composite Shortbow (375 gp), Masterwork Dagger (302 gp), Masterwork
Shortsword (310 gp); Scroll of Burning Hands (cr, 25 gp); hoard total 9333
gp 8 sp
Room #4
West Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #71, inhabited by 7 x Mummy
South Entry #1
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #76
South Entry #2
Room Features
Monster
A magical mosaic on the east wall depicts the betrayal of whomever views
it, A balcony hangs from the south wall
5 x Greater Shadow
Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init +5;
Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-footed 12
(+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5, Ref +8, Will +7;
DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40
ft. (good); Melee incorporeal touch +11 (1d8 Strength); SA create spawn (as
per shadow), strength damage; Str -, Dex 20, Con -, Int 6, Wis 12, Cha 15;
Base Atk +6, CMB +11, CMD 24
Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,
+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus (Perception,
Stealth)
Treasure: 21 pp, 131 gp, 400 sp, 1400 cp; Azurite (10 gp), Freshwater Pearl
(8 gp), Peridot (35 gp), Rhodochrosite (9 gp), Rock Quartz (11 gp), Tigereye
(7 gp); Potion of Endure Elements (cr, 50 gp), Potion of Gaseous Form (cr,
750 gp), Potion of Shield of Faith (cr, 50 gp), Potion of Tongues (cr, 750
gp), Scroll of Mage's Disjunction (cr, 3825 gp), Scroll of Remove Fear (cr,
25 gp), Scroll of Scare (cr, 150 gp), Scroll of See Invisibility (cr, 150 gp),
25 gp), Scroll of Scare (cr, 150 gp), Scroll of See Invisibility (cr, 150 gp),
Scroll of Storm of Vengeance (cr, 3825 gp), Wand of Expeditious Retreat
(cr, 750 gp); hoard total 10800 gp
Room #5
North Entry #1
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
A bookcase and concealed door pivots smoothly
North Entry #2
West Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
The door is located near the ceiling and only two feet high
Leads to room #75, inhabited by 5 x Vampire
South Entry
Room Features
Room #6
Several square holes are cut into the ceiling and floor, A tapestry of
ancient mythology hangs from the east wall
North Entry
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
South Entry
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Empty
Room #7
North Entry
Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to break
DC)
Symbol of Hypnosis: CR 14; magic; Perception DC 28; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect hypnosis (dazed
for 1d4 rounds, DC 18 Will save negates); multiple targets (all targets
in a 10 ft. radius burst)
West Entry #1
Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
The door is concealed behind a pile of skulls
West Entry #2
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind a statue of a demonic sorceress, and
opened by moving her hand
Empty
Room #8
North Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
West Entry
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
Leads to room #78
South Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Symbol of Hypnosis: CR 14; magic; Perception DC 28; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect hypnosis (dazed
Spirals of yellow stones cover the floor, A stone dais and throne sits in the
south side of the room
9 x Ghost
Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,
incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch
17, 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 -, Int
10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22
Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)
+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, Improved
Initiative, Iron Will, Lightning Reflexes, Toughness
Treasure: 360 pp, 3020 gp, 560 sp, 2000 cp; Jasper (55 gp), Jet (120 gp),
Lapis Lazuli (9 gp), Opal (450 gp), Peridot (55 gp), Pyrite (9 gp), Sardonyx
(50 gp); Masterwork Battleaxe (310 gp); Potion of Stabilize (cr, 25 gp),
Potion of Touch of the Sea (apg, 50 gp), Scroll of Disguise Self (cr, 25 gp);
hoard total 7854 gp
Room #9
East Entry
Room Features
Room #10
North Entry
Numerous pillars line the south and west walls, The floor is covered with
mold
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
Leads to room #67
East Entry
Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)
The door is located above a small stone dais and concealed by an
illusion
Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable
Device DC 31; Trigger proximity (alarm); Reset none; Effect spell
effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);
multiple targets (all targets in a 20 ft. radius burst)
Empty
Room #11
West Entry
East Entry
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) (slides
up, +2 to break DC)
Leads to room #47
Room Features
A toppled statue lies in the west side of the room, Numerous monstrous
skulls lie within niches in the north and west walls
Room #12
North Entry
East Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp) (slides up, +2 to break DC)
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Rune of Confusion: CR 10; magic; Perception DC 24; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect confusion
(confused for 1d4 rounds, DC 18 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)
Leads to room #81
South Entry
Monster
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
7 x Ghost
Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,
incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch
17, 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 -, Int
10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22
Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)
+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, Improved
Initiative, Iron Will, Lightning Reflexes, Toughness
Treasure: 40 gp, 140 sp; Battleaxe (+1 weapon) (2310 gp), Greatsword (+1
weapon) (inscription provides clue to function) (2350 gp), Half-plate (+1
armor) (1750 gp), Potion of Guidance (cr, 25 gp), Potion of Reduce Person
(cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Scroll of Icicle Dagger (um,
25 gp), Wand of Divine Favor (cr, 750 gp); hoard total 7364 gp
Room #13
North Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Falling Block: CR 12; mechanical; Perception DC 24; Disable Device
DC 24; Trigger location; Reset none; Effect Atk +16 melee (10d6);
multiple targets (all targets in a 10 ft. square area)
East Entry
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Falling Block: CR 11; mechanical; Perception DC 24; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +16 melee (11d6);
multiple targets (all targets in a 10 ft. square area)
Room Features
Room #14
North Entry
The south and east walls are covered with bloodstains, A pile of empty
flasks lies in the center of the room
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is located above a small stone dais and concealed behind a
pile of skulls
Leads to room #31
East Entry
Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
The door is concealed within a mosaic of arcane patterns
Rune of Confusion: CR 11; magic; Perception DC 26; Disable Device
DC 24; Trigger proximity (alarm); Reset none; Effect confusion
(confused for 1d4 rounds, DC 14 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)
Leads to room #52, inhabited by 5 x Greater Shadow
Room Features
A tile mosaic of legendary monsters covers the floor, A simple fireplace sits
Room Features
Room #15
West Entry
A tile mosaic of legendary monsters covers the floor, A simple fireplace sits
against the west wall
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #42, inhabited by 5 x Vampire
East Entry
South Entry
Monster
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
2 x Frost Giant
Frost Giant: CR 9, XP 6400; CE Large Humanoid (cold, giant); Init -1;
Senses low-light vision; Perception +10; AC 21, touch 8, flat-footed 21 (+4
armor, -1 Dex, +9 natural, -1 size); hp 133 (14d8+70); Fort +14, Ref +3, Will
+6; DA rock catching; Immune cold; Weak vulnerability to fire; Speed 40
ft.; Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9); Ranged rock
+9 (1d8+13); Space 10 ft.; Reach 10 ft.; SA rock throwing (120 ft.); Str 29,
Dex 9, Con 20, Int 10, Wis 14, Cha 11; Base Atk +10, CMB +20, CMD 29
Skills and Feats: Climb +13, Craft (any one) +7, Intimidate +7, Perception
+10, Stealth +2 (+6 in snow); Cleave, Great Cleave, Improved Overrun,
Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack,
Skill Focus (Stealth)
Treasure: 175 gp, 40 sp; Alabaster (8 gp), Chrysoprase (45 gp), Chrysoprase
(65 gp), Ivory (40 gp), Jade (110 gp), Jade (120 gp), 2 x Opal (500 gp), Rose
Quartz (35 gp), Shell (9 gp), Smoky Quartz (65 gp); Masterwork Breastplate
(350 gp), Masterwork Composite Longbow (400 gp), Masterwork Longbow
(375 gp), Masterwork Scale Mail (200 gp); 2 x Oil of Magic Weapon (cr, 50
gp), Potion of Bull's Strength (cr, 300 gp), Potion of Jump (cr, 50 gp), Potion
of Protection from Evil (cr, 50 gp), Potion of Resist Electricity (3rd) (cr, 300
gp), Potion of Undetectable Alignment (cr, 300 gp), Potion of Virtue (cr, 25
gp), Scroll of Doom (cr, 25 gp), Scroll of Flaming Sphere (cr, 150 gp), Scroll
of Stone Shield (arg, 25 gp), Wand of Bane (cr, 750 gp), Wand of Corrosive
Touch (um, 750 gp), Wand of Mending (cr, 375 gp) (design provides clue to
function), Wand of Mending (cr, 375 gp), Wand of Vanish (apg, 750 gp);
hoard total 7326 gp
Room #16
North Entry
West Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) (slides
to one side, +1 to break DC)
Secret (Search DC 25) Trapped and Locked Simple Wooden Door (Open
Lock DC 20, break DC 15; hard 5, 10 hp)
The door is concealed within an upright sarcophagus
Fire Spray: CR 14; magic; Perception DC 28; Disable Device DC 26;
Trigger visual (true seeing); Reset none; Effect fire spray (15d6 fire
damage, DC 16 Reflex save for half damage)
Empty
Room #17
West Entry
Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;
hard 8, 60 hp)
The door is opened by twisting an iron ring
East Entry
Room Features
Room #18
West Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #52, inhabited by 5 x Greater Shadow
South Entry
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one
side, +1 to break DC)
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 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; multiple
targets (all targets in a 10 ft. square area)
Leads to room #37
Room Features
Room #19
West Entry
A group of monstrous faces have been carved into the west wall, Someone
has scrawled a draconic face on the north wall
Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;
hard 5, 20 hp)
Fire Spray: CR 13; magic; Perception DC 26; Disable Device DC 28;
Trigger proximity (alarm); Reset none; Effect fire spray (15d6 fire
damage, DC 20 Reflex save for half damage)
Room Features
Room #20
North Entry
A stone stair ascends towards the south wall, A forge and anvil sit in the
south-east corner of the room
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Earthmaw Trap: CR 14; magic; Perception DC 30; Disable Device DC
26; Trigger location; Reset none; Effect earthmaw (13d6 damage, DC
18 Reflex save for half damage)
Leads to room #22
East Entry #1
East Entry #2
Room Features
Room #21
West Entry
Several square holes are cut into the ceiling and floor, A tile labyrinth
covers the floor
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,
60 hp)
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 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; multiple
targets (all targets in a 10 ft. square area)
East Entry
Monster
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
4 x Vampire
Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init
+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed
18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast
Room #22
North Entry
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Leads to room #77
South Entry #1
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Earthmaw Trap: CR 14; magic; Perception DC 30; Disable Device DC
26; Trigger location; Reset none; Effect earthmaw (13d6 damage, DC
18 Reflex save for half damage)
Leads to room #20
South Entry #2
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one
side, +1 to break DC)
Falling Block: CR 12; mechanical; Perception DC 26; Disable Device
DC 28; Trigger location; Reset none; Effect Atk +16 melee (12d6);
multiple targets (all targets in a 10 ft. square area)
Leads to room #80
Room Features
Room #23
East Entry
Several iron cages are scattered throughout the room, A broken spear lies
in the west side of the room
Secret (Search DC 20) Trapped and Unlocked Simple Wooden Door (hard 5,
10 hp)
The door is concealed behind a statue of a noble king, and opened by
stabbing a sword into his back
One-way Door: CR 10; mechanical; Perception DC 24; Disable Device
DC 24
Empty
Room #24
West Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Leads to room #77
South Entry
Room Features
A rope ascends to a balcony hanging from the west wall, An altar of evil
Room Features
Monster
A rope ascends to a balcony hanging from the west wall, An altar of evil
sits in the south-east corner of the room
10 x Mohrg
Mohrg: CR 8, XP 4800; CE Medium Undead; Init +8; Senses darkvision 60
ft.; Perception +20; AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8
natural); hp 91 (14d8+28); Fort +6, Ref +10, Will +9; Immune undead traits;
Speed 30 ft.; Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch
(paralysis); SA create spawn, paralysis (1d4 minutes, DC 21); Str 21, Dex
19, Con -, Int 11, Wis 10, Cha 14; Base Atk +10, CMB +15 (+19 grapple),
CMD 30
Skills and Feats: Climb +22, Perception +23, Stealth +21, Swim +19; Ability
Focus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility,
Skill Focus (Perception), Spring Attack
Treasure: 732 pp, 4089 gp, 246 sp, 100 cp; Carnelian (55 gp), Chrysoberyl
(90 gp), Coral (100 gp), Jade (120 gp), Jasper (45 gp), Jet (80 gp), Milky
Quartz (60 gp), 2 x Moonstone (45 gp), Obsidian (10 gp), Peridot (45 gp),
Rose Quartz (35 gp), Sardonyx (40 gp), Smoky Quartz (40 gp), 2 x Topaz
(350 gp), 2 x Topaz (450 gp), Turquoise (8 gp), Turquoise (12 gp); Oil of
Magic Weapon (cr, 50 gp), Oil of Purify Food and Drink (cr, 25 gp), Potion
of Blur (cr, 300 gp), Scroll of Corrosive Touch (um, 25 gp), Scroll of Detect
Undead (cr, 25 gp), Scroll of Stabilize (cr, 12 gp 5 sp), Scroll of True Strike
(cr, 25 gp), Wand of Reduce Person (cr, 750 gp); hoard total 15077 gp 1 sp
Room #25
North Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #73
East Entry
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,
60 hp)
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
South Entry
Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
A bookcase and concealed door pivots smoothly
Leads to room #53, inhabited by 1 x Lich
Room Features
Monster
A fountain of water sits against the south wall, Someone has scrawled a
crude drawing of an orc on the east wall
5 x Vampire
Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init
+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed
18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast
healing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR
10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;
Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plus
energy drain); SA blood drain, children of the night, create spawn,
dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL
8th; 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, Use
Magic Device +19; Alertness, Blind-Fight, Combat Casting, Combat
Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,
Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse
Treasure: 10 pp, 158 gp, 163 sp, 860 cp; Amber (80 gp), Amethyst (70 gp),
Black Pearl (500 gp), Black Pearl (550 gp), Chrysoprase (50 gp), Hematite
(10 gp), Jasper (60 gp), Milky Quartz (65 gp), Obsidian (12 gp), Peridot (50
gp), Rose Quartz (50 gp), Tigereye (12 gp); Masterwork Light Steel Shield
(159 gp); Scroll of Bear's Endurance (cr, 150 gp), Scroll of Giant Form I (cr,
2275 gp), Scroll of Light (cr, 12 gp 5 sp), Scroll of Summon Swarm (cr, 150
gp), Wand of Greater Magic Weapon (cr, 11250 gp) (inscription provides
clue to function), Wand of Resistance (cr, 375 gp), Wand of Resistance (cr,
375 gp) (design provides clue to function), Wand of Speak with Animals
375 gp) (design provides clue to function), Wand of Speak with Animals
(cr, 750 gp); hoard total 17288 gp 4 sp
Room #26
North Entry
Secret (Search DC 30) Trapped and Unlocked Iron Door (hard 10, 60 hp)
The door is concealed behind a tapestry of ancient mythology
Electrified Lock: CR 11; magic; Perception DC 28; Disable Device DC
28; Trigger touch; Reset none; Effect electric shock (12d6 electricity
damage, DC 16 Reflex save for half damage)
West Entry
Room Features
Monster
Several square holes are cut into the east and west walls, The ceiling is
covered with cobwebs
1 x Lich
Lich: CR 12, XP 19200; NE Medium Undead (augmented humanoid); Init +2;
Senses darkvision 60 ft., life sight*; Perception +24; Aura fear (60-ft.
radius, DC 18); AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2
Dex, +5 natural); hp 111 (11d6+55 plus 15 false life); Fort +6, Ref +7, Will
+11; DA channel resistance +4; DR 15/bludgeoning and magic; Immune
cold, electricity, undead traits; Speed 30 ft.; Melee touch +5 (1d8+5 plus
paralyzing touch); SA grave touch* (9/day), paralyzing touch (DC 18),
power over undead* (9/day, DC 18); Spells CL 11th; Str 10, Dex 14, Con -,
Int 22, Wis 14, Cha 16; Base Atk +5, CMB +5, CMD 25
Skills and Feats: Craft (alchemy) +20, Intimidate +17, Knowledge (arcana)
+20, Knowledge (planes) +20, Linguistics +20, Perception +24, Sense
Motive +24, Spellcraft +20, Stealth +24; Craft Wondrous Item, Defensive
Combat Training, Extend Spell, Improved Lightning Reflexes, Iron Will,
Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll,
Toughness
Treasure: 459 pp, 3124 gp, 39 sp, 70 cp; Amethyst (90 gp), Aquamarine
(350 gp), Bloodstone (40 gp), Bloodstone (55 gp), Garnet (120 gp),
Moonstone (50 gp), Onyx (45 gp), Opal (450 gp), Opal (650 gp), Rose
Quartz (45 gp), Saltwater Pearl (110 gp), Sardonyx (60 gp), Shell (7 gp),
Turquoise (10 gp); Masterwork Battleaxe (310 gp), Masterwork Longsword
(315 gp); Oil of Magic Weapon (cr, 50 gp), Potion of Guidance (cr, 25 gp),
Scroll of See Invisibility (cr, 150 gp); hoard total 10650 gp 6 sp
Room #27
North Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable
Device DC 31; Trigger proximity (alarm); Reset none; Effect spell
effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);
multiple targets (all targets in a 20 ft. radius burst)
Leads to room #74
West Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #41
South Entry #1
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
Leads to room #58, inhabited by 5 x Ghost
South Entry #2
Room Features
Someone has scrawled "The Lions of Stypool looted this place" in goblin
Room Features
Monster
Someone has scrawled "The Lions of Stypool looted this place" in goblin
runes on the north wall, A bloody journal lies in the south side of the room
6 x Greater Shadow
Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init +5;
Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-footed 12
(+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5, Ref +8, Will +7;
DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40
ft. (good); Melee incorporeal touch +11 (1d8 Strength); SA create spawn (as
per shadow), strength damage; Str -, Dex 20, Con -, Int 6, Wis 12, Cha 15;
Base Atk +6, CMB +11, CMD 24
Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,
+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus (Perception,
Stealth)
Treasure: 320 pp, 2414 gp, 490 sp, 3100 cp; Breastplate (+1 armor) (1350
gp), Light Flail (+1 weapon) (2308 gp), Scroll of Cause Fear (cr, 25 gp),
Wand of Doom (cr, 750 gp); hoard total 10127 gp
Room #28
North Entry
Secret (Search DC 30) Locked Iron Door (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
A bookcase and concealed door pivots smoothly
Leads to room #34, inhabited by 15 x Mummy
West Entry
Room #29
Room Features
North Entry #1
North Entry #2
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Symbol of Panic: CR 10; magic; Perception DC 26; Disable Device DC
28; Trigger proximity (alarm); Reset none; Effect fear (panicked for 1d4
rounds, DC 18 Will save negates); multiple targets (all targets in a 10
ft. radius burst)
East Entry
Room Features
Monster
Spirals of white stones cover the floor, Someone has scrawled "In the Sea
of Incantations, when the White Hart is chained and death becomes life,
the Wanderers shall triumph" on the east wall
3 x Mohrg
Mohrg: CR 8, XP 4800; CE Medium Undead; Init +8; Senses darkvision 60
ft.; Perception +20; AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8
natural); hp 91 (14d8+28); Fort +6, Ref +10, Will +9; Immune undead traits;
Speed 30 ft.; Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch
(paralysis); SA create spawn, paralysis (1d4 minutes, DC 21); Str 21, Dex
19, Con -, Int 11, Wis 10, Cha 14; Base Atk +10, CMB +15 (+19 grapple),
CMD 30
Skills and Feats: Climb +22, Perception +23, Stealth +21, Swim +19; Ability
Skills and Feats: Climb +22, Perception +23, Stealth +21, Swim +19; Ability
Focus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility,
Skill Focus (Perception), Spring Attack
Treasure: 450 pp, 1993 gp, 60 sp; Opal (600 gp), Rose Quartz (55 gp),
Smoky Quartz (45 gp), Tourmaline (130 gp); Masterwork Bolas (305 gp);
Potion of Stabilize (cr, 25 gp), Scroll of Ant Haul (apg, 25 gp), Wand of
Daze (cr, 375 gp); hoard total 8059 gp
Trap
Room #30
North Entry
East Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)
South Entry
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Leads to room #74
Trap
Hidden Treasure
Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
10 pp, 153 gp, 130 sp, 70 cp; Agate (12 gp), Alabaster (10 gp), Aquamarine
(500 gp), Azurite (7 gp), Jet (100 gp), Lapis Lazuli (8 gp), Obsidian (10 gp),
Onyx (50 gp), Peridot (55 gp), Rose Quartz (35 gp), Rose Quartz (50 gp),
Sardonyx (60 gp), Turquoise (9 gp), Turquoise (10 gp); Potion of Cure Light
Wounds (cr, 50 gp), Potion of Protection from Law (cr, 50 gp), Scroll of
Flame Strike (cr, 700 gp), Scroll of Pernicious Poison (um, 150 gp), Wand of
Reduce Animal (cr, 4500 gp); hoard total 6632 gp 7 sp
Room #31
East Entry #1
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
East Entry #2
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #52, inhabited by 5 x Greater Shadow
South Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is located above a small stone dais and concealed behind a
pile of skulls
Leads to room #14
Empty
Room #32
North Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
Guillotine Blade: CR 13; mechanical; Perception DC 30; Disable
Device DC 26; Trigger location; Reset manual; Effect Atk +17 melee
(15d6/19-20)
South Entry
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
South Entry
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp)
Earthmaw Trap: CR 14; magic; Perception DC 26; Disable Device DC
28; Trigger location; Reset none; Effect earthmaw (14d6 damage, DC
20 Reflex save for half damage)
Room Features
Monster
An enchanted pool in the east side of the room restores youth to whomever
drinks from it (but only once), Several pieces of rotting wood are scattered
throughout the room
14 x Mummy
Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60
ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC
16 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 to
fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex
10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)
Treasure: 204 pp, 2475 gp, 110 sp; 2 x Carnelian (45 gp), Chrysoprase (55
gp), 2 x Deep Blue Spinel (100 gp), Hematite (10 gp), Jade (100 gp), Lapis
Lazuli (11 gp), Milky Quartz (55 gp), Milky Quartz (60 gp), Onyx (45 gp),
Opal (400 gp), Rhodochrosite (12 gp), Smoky Quartz (45 gp), Tigereye (9
gp), Topaz (550 gp), Topaz (600 gp), Turquoise (11 gp); Masterwork
Greataxe (320 gp); Oil of Continual Flame (cr, 300 gp), Potion of Protection
from Evil (cr, 50 gp), Scroll Of Protection from Energy (cr, 375 gp), Scroll of
Flare (cr, 12 gp 5 gp), Wand of Mage Hand (cr, 375 gp) (inscription
provides clue to function); hoard total 8211 gp
Hidden Treasure
Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
421 pp, 1544 gp, 190 sp; Agate (9 gp), Azurite (11 gp), Malachite (9 gp),
Milky Quartz (60 gp), Red Spinel (45 gp), Rock Quartz (10 gp), Turquoise (8
gp), Turquoise (11 gp); Carved jade idol (80 gp), Copper scepter with gold
inlay (50 gp), 2 x Decorated silver plate (60 gp), Gold and platinum
statuette of a deity (750 gp), 2 x Gold holy symbol (100 gp), Gold mask
(450 gp), Ivory drinking horn with copper ends (60 gp), Marble idol (300
gp), Painting of a princess (100 gp), Porcelain mask (40 gp), Set of six ivory
dice (30 gp), Set of six silver dice (75 gp), Silver brazier with religious
markings (80 gp), Silver candelabra with holy symbol (75 gp), 2 x Silver
chalice with dragon carvings (150 gp), 2 x Silver chess set (50 gp), Silver
comb with ornate handle (75 gp), 2 x Silver holy symbol (25 gp), Silver
noble family seal (60 gp), Silver scepter with eagle symbols (125 gp);
Scroll of Ray of Enfeeblement (cr, 25 gp); hoard total 9081 gp
Room #33
East Entry
Secret (Search DC 30) Trapped and Stuck Iron Door (break DC 28; hard 10,
60 hp)
The door is concealed behind an area of fungus
Electrified Lock: CR 14; magic; Perception DC 26; Disable Device DC
28; Trigger touch; Reset none; Effect electric shock (14d6 electricity
damage, DC 18 Reflex save for half damage)
Room Features
Hidden Treasure
Room #34
West Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Arrow Trap: CR 14; mechanical; Perception DC 30; Disable Device DC
26; Trigger location; Reset manual; Effect Atk +17 ranged (15d6/x3)
South Entry #1
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Contact Poison: CR 12; mechanical; Perception DC 28; Disable Device
DC 28; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
South Entry #2
Secret (Search DC 30) Locked Iron Door (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
A bookcase and concealed door pivots smoothly
Leads to room #28
Room Features
Monster
The room has a high domed ceiling, A fountain and statue of a God of
Trickery sits in the north-east corner of the room
15 x Mummy
Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60
ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC
16 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 to
fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex
10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)
Treasure: 31 pp, 221 gp, 210 sp, 1400 cp; Masterwork Longsword (315 gp),
Masterwork Silver Dagger (322 gp); Battleaxe (+1 weapon) (sheds light)
(2310 gp), Light Wooden Shield (+2 shield) (4153 gp), Oil of Magic
Weapon (cr, 50 gp); hoard total 7716 gp
Room #35
North Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #84
East Entry
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,
60 hp)
Contact Poison: CR 11; mechanical; Perception DC 28; Disable Device
DC 28; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
South Entry
Room Features
Monster
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
An altar of evil sits in the south-west corner of the room, Someone has
scrawled "Stay right" on the north wall
3 x Vampire
Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init
+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed
18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast
healing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR
10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;
Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plus
energy drain); SA blood drain, children of the night, create spawn,
dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL
8th; 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, Use
Magic Device +19; Alertness, Blind-Fight, Combat Casting, Combat
Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,
Room #36
East Entry #1
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Arrow Trap: CR 13; mechanical; Perception DC 26; Disable Device DC
28; Trigger location; Reset manual; Effect Atk +15 ranged (13d6/x3)
Leads to room #37
East Entry #2
Room Features
Hidden Treasure
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
The floor is covered in square tiles, alternating white and black, The scent
of smoke fills the north-west corner of the room
Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)
33 pp, 241 gp, 241 sp, 1070 cp; Black Pearl (350 gp), Deep Blue Spinel (70
gp), Ivory (60 gp), Onyx (55 gp), Peridot (35 gp), Rhodochrosite (7 gp), Rock
Quartz (12 gp), Rock Quartz (13 gp); Gold decanter with grape vine
patterns (850 gp), Gold puzzle box (500 gp), Gold urn containing hero's
ashes (5000 gp), Platinum bowl with arcane engravings (800 gp), Silver
hand mirror (75 gp); Scroll of Entangle (cr, 25 gp); hoard total 8457 gp 8 sp
Room #37
North Entry
Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) (slides to one
side, +1 to break DC)
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 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; multiple
targets (all targets in a 10 ft. square area)
Leads to room #18
West Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Arrow Trap: CR 13; mechanical; Perception DC 26; Disable Device DC
28; Trigger location; Reset manual; Effect Atk +15 ranged (13d6/x3)
Leads to room #36
East Entry
Empty
Room #38
North Entry #1
North Entry #2
Empty
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Room #39
West Entry #1
West Entry #2
Secret (Search DC 30) Trapped and Unlocked Good Wooden Door (hard 5,
15 hp)
The door is concealed behind an area of fungus
One-way Door: CR 10; mechanical; Perception DC 24; Disable Device
DC 26
Monster
5 x Vampire
Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init
+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed
18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast
healing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR
10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;
Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plus
energy drain); SA blood drain, children of the night, create spawn,
dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL
8th; 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, Use
Magic Device +19; Alertness, Blind-Fight, Combat Casting, Combat
Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,
Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse
Treasure: 67 pp, 427 gp, 60 sp; Masterwork Club (300 gp), Masterwork
Composite Longbow (+1 Str bonus) (500 gp); Handaxe (+2 weapon) (sheds
light) (8306 gp), Mistmail (2250 gp), Potion of Guidance (cr, 25 gp), Scroll
of Sleep (cr, 25 gp), Wand of Summon Nature's Ally I (cr, 750 gp); hoard
total 13259 gp
Trap
Hidden Treasure
Room #40
West Entry
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Guillotine Blade: CR 11; mechanical; Perception DC 24; Disable
Device DC 26; Trigger location; Reset manual; Effect Atk +16 melee
(12d6/19-20)
Leads to room #43
South Entry
Room Features
Monster
Several iron cages are scattered throughout the room, A rustling noise fills
the room
10 x Succubus
Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
Room #41
West Entry
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,
60 hp)
Magic Missle Trap: CR 10; magic; Perception DC 28; Disable Device
DC 26; Trigger visual (true seeing); Reset none; Effect magic missile
(7d6 force damage); never miss
Leads to room #52, inhabited by 5 x Greater Shadow
East Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #27, inhabited by 6 x Greater Shadow
Empty
Room #42
North Entry
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 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; multiple
targets (all targets in a 10 ft. square area)
Leads to room #78
East Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #15, inhabited by 2 x Frost Giant
South Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed behind a statue of an armored warrior, and
opened by moving his sword
Room Features
Monster
A tile labyrinth covers the floor, Ghostly wailing fills the room
5 x Vampire
Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init
+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed
18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast
healing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR
10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;
Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plus
energy drain); SA blood drain, children of the night, create spawn,
dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL
8th; 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, Use
Magic Device +19; Alertness, Blind-Fight, Combat Casting, Combat
Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,
Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse
Treasure: 340 pp, 2463 gp, 220 sp; Agate (7 gp), Black Pearl (400 gp),
Bloodstone (50 gp), Deep Blue Spinel (100 gp), Freshwater Pearl (11 gp),
Obsidian (10 gp), Rhodochrosite (8 gp), Sardonyx (45 gp), Sardonyx (50 gp),
Sardonyx (55 gp); Chain Shirt (+1 armor) (1250 gp), Scroll of Enlarge Person
(cr, 25 gp), Scroll of Keen Senses (apg, 25 gp), Tangle Bolt (226 gp) (design
provides clue to function); hoard total 8147 gp
Room #43
North Entry
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,
60 hp)
Arrow Trap: CR 12; mechanical; Perception DC 24; Disable Device DC
26; Trigger location; Reset manual; Effect Atk +16 ranged (12d6/x3)
West Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Falling Block: CR 11; mechanical; Perception DC 24; Disable Device
DC 28; Trigger location; Reset none; Effect Atk +16 melee (12d6);
multiple targets (all targets in a 10 ft. square area)
Leads to room #62
East Entry
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Guillotine Blade: CR 11; mechanical; Perception DC 24; Disable
Device DC 26; Trigger location; Reset manual; Effect Atk +16 melee
(12d6/19-20)
Leads to room #40, inhabited by 10 x Succubus
Trap
Room #44
North Entry
East Entry #1
Secret (Search DC 20) Trapped and Locked Simple Wooden Door (Open
Lock DC 25, break DC 15; hard 5, 10 hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone
Contact Poison: CR 11; mechanical; Perception DC 26; Disable Device
DC 24; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
East Entry #2
Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28; hard 8,
60 hp)
A trap door in the floor leads to a short tunnel beneath the wall
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,
DC 23 Fortitude negates after 24 hours)
Leads to room #82, inhabited by 11 x Mohrg
South Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
South Entry
Room Features
Monster
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp) (slides down, +1 to break DC)
Someone has scrawled "The Company of the Spectral Fang looted this
place" on the south wall, A pile of shattered weapons lies in the north-west
corner of the room
9 x Wraith
Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7; Senses
darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC
18, 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 undead
traits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Melee
incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain); SA create
spawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk +3, CMB +6,
CMD 21
Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,
Combat Reflexes, Improved Initiative
Room #45
West Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
South Entry
Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is located above a small stone dais and concealed within a
mosaic of ghoulish carnage
Leads to room #66, inhabited by 3 x Flesh Golem
Room Features
Room #46
West Entry
East Entry
A faded and torn tapestry hangs from the south wall, Knocking can be
faintly heard near the north wall
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ice Dart Trap: CR 14; magic; Perception DC 30; Disable Device DC 30;
Trigger proximity (alarm); Reset none; Effect Atk +13 ranged (13d6
cold)
Leads to room #68, inhabited by 18 x Mummy
Room Features
Monster
A stone ramp ascends towards the north wall, A pile of trash lies in the
center of the room
12 x Wraith
Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7; Senses
darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC
18, 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 undead
traits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Melee
incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain); SA create
spawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk +3, CMB +6,
CMD 21
Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,
Combat Reflexes, Improved Initiative
Hidden Treasure
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
37 pp, 238 gp, 104 sp, 20 cp; Chrysoprase (50 gp), Citrine (40 gp),
Freshwater Pearl (11 gp), Obsidian (8 gp), Obsidian (10 gp), Pyrite (8 gp),
Rhodochrosite (9 gp), Rose Quartz (55 gp), Shell (9 gp), Tigereye (12 gp);
Crystal skull (80 gp), Gilded demon skull (300 gp), Gold and silver chess
set (100 gp), Gold statue of a dragon (110 gp), Ivory drinking horn with
copper ends (60 gp), Set of six ivory dice (30 gp); Oil of Fire Trap (cr, 775
copper ends (60 gp), Set of six ivory dice (30 gp); Oil of Fire Trap (cr, 775
gp), Potion of Cure Serious Wounds (cr, 750 gp), 2 x Scroll of Word of
Chaos (cr, 2275 gp); hoard total 7585 gp 6 sp
Room #47
North Entry #1
North Entry #2
West Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp) (slides
up, +2 to break DC)
Leads to room #11
South Entry
Empty
Room #48
North Entry
South Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 25, break DC 15;
hard 5, 10 hp)
Harm Trap: CR 14; magic; Perception DC 31; Disable Device DC 31;
Trigger touch; Reset none; Effect spell effect (harm, +6 melee touch,
130 damage, DC 19 Will save for half, cannot be reduced to less than
1 hit point)
Room Features
Monster
The room has a high domed ceiling, A group of draconic faces have been
carved into the north wall
11 x Wraith
Wraith: CR 5, XP 1600; LE Medium Undead (incorporeal); Init +7; Senses
darkvision 60 ft., lifesense; Perception +10; Aura unnatural aura (30 ft.); AC
18, 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 undead
traits; Weak sunlight powerlessness; Speed fly 60 ft. (good); Melee
incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain); SA create
spawn; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21; Base Atk +3, CMB +6,
CMD 21
Skills and Feats: Diplomacy +10, Fly +7, Intimidate +13, Knowledge
(planes) +7, Perception +10, Sense Motive +10, Stealth +11; Blind-Fight,
Combat Reflexes, Improved Initiative
Hidden Treasure
Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 20,
break DC 25; hard 5, 20 hp)
37 pp, 411 gp, 650 sp, 4200 cp; Aquamarine (400 gp), Deep Blue Spinel
(100 gp), Green Spinel (65 gp), Jasper (55 gp); Book of lost songs by a
famous bard (3000 gp), Platinum bowl with arcane engravings (800 gp),
Platinum holy symbol (500 gp), Platinum mask (900 gp); hoard total 6708 gp
Room #49
North Entry
Secret (Search DC 30) Locked Strong Wooden Door (Open Lock DC 30,
break DC 25; hard 5, 20 hp)
The door is concealed behind a tapestry of arcane patterns
Empty
Room #50
West Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Falling Block: CR 14; mechanical; Perception DC 28; Disable Device
DC 30; Trigger location; Reset none; Effect Atk +13 melee (14d6);
multiple targets (all targets in a 10 ft. square area)
East Entry
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Falling Block: CR 13; mechanical; Perception DC 26; Disable Device
DC 26; Trigger location; Reset none; Effect Atk +17 melee (15d6);
multiple targets (all targets in a 10 ft. square area)
Room Features
Monster
Spirals of red stones cover the floor, A broken spear lies in the center of
the room
14 x Mummy
Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60
ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC
16 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 to
fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex
10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)
Treasure: 26 pp, 446 gp, 290 sp, 1200 cp; Amethyst (100 gp), Azurite (12
gp), Azurite (13 gp), Black Pearl (400 gp), Garnet (70 gp), Jasper (50 gp),
Milky Quartz (40 gp), Onyx (40 gp), Onyx (45 gp), 2 x Opal (500 gp), Rose
Quartz (40 gp), Rose Quartz (55 gp), Saltwater Pearl (120 gp), Zircon (40
gp); Light Crossbow (+1 weapon) (sheds light) (2335 gp), Oil of Arcane
Mark (cr, 25 gp), Potion of Cure Light Wounds (cr, 50 gp), Potion of Hide
from Undead (cr, 50 gp), Scroll of Air Bubble (uc, 25 gp), Scroll of Blur (cr,
150 gp), Scroll of Entropic Shield (cr, 25 gp), Scroll of Flare Burst (apg, 25
gp), Splint Mail (+1 armor) (1350 gp), Wand of Divine Favor (cr, 750 gp)
(inscription provides clue to function), Wand of Ray of Frost (cr, 375 gp)
(inscription provides clue to function); hoard total 7932 gp
Trap
Hidden Treasure
Room #51
North Entry
East Entry
Monster
3 x Vampire
Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init
Room #52
West Entry #1
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #31
West Entry #2
Secret (Search DC 20) Trapped and Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
The door is concealed within a mosaic of arcane patterns
Rune of Confusion: CR 11; magic; Perception DC 26; Disable Device
DC 24; Trigger proximity (alarm); Reset none; Effect confusion
(confused for 1d4 rounds, DC 14 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)
Leads to room #14
East Entry #1
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,
60 hp)
Magic Missle Trap: CR 10; magic; Perception DC 28; Disable Device
DC 26; Trigger visual (true seeing); Reset none; Effect magic missile
(7d6 force damage); never miss
Leads to room #41
East Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #18
South Entry
Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
A bookcase and concealed door pivots smoothly
Fire Spray: CR 10; magic; Perception DC 28; Disable Device DC 26;
Trigger visual (arcane eye); Reset none; Effect fire spray (10d6 fire
damage, DC 16 Reflex save for half damage)
Room Features
Monster
A tile mosaic of ghoulish carnage covers the floor, Someone has scrawled
"Mind the gap" on the east wall
5 x Greater Shadow
Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init +5;
Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-footed 12
(+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5, Ref +8, Will +7;
DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40
ft. (good); Melee incorporeal touch +11 (1d8 Strength); SA create spawn (as
per shadow), strength damage; Str -, Dex 20, Con -, Int 6, Wis 12, Cha 15;
Base Atk +6, CMB +11, CMD 24
Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,
+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus (Perception,
Stealth)
Stealth)
Treasure: 492 pp, 2601 gp, 20 sp; Agate (13 gp), Aquamarine (450 gp),
Green Spinel (50 gp), Jade (100 gp), Red Spinel (35 gp), Rock Quartz (11
gp), Zircon (60 gp); Masterwork Heavy Mace (312 gp), Masterwork Sap
(301 gp), Masterwork Studded Leather Armor (175 gp); Scroll of Barkskin
(cr, 150 gp), Wand of Hideous Laughter (cr, 750 gp); hoard total 9930 gp
Room #53
North Entry #1
North Entry #2
Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
A bookcase and concealed door pivots smoothly
Leads to room #25, inhabited by 5 x Vampire
West Entry
Room Features
Monster
Someone has scrawled a basic map of the dungeon on the south wall, The
sound of rushing water fills the room
1 x Lich
Lich: CR 12, XP 19200; NE Medium Undead (augmented humanoid); Init +2;
Senses darkvision 60 ft., life sight*; Perception +24; Aura fear (60-ft.
radius, DC 18); AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2
Dex, +5 natural); hp 111 (11d6+55 plus 15 false life); Fort +6, Ref +7, Will
+11; DA channel resistance +4; DR 15/bludgeoning and magic; Immune
cold, electricity, undead traits; Speed 30 ft.; Melee touch +5 (1d8+5 plus
paralyzing touch); SA grave touch* (9/day), paralyzing touch (DC 18),
power over undead* (9/day, DC 18); Spells CL 11th; Str 10, Dex 14, Con -,
Int 22, Wis 14, Cha 16; Base Atk +5, CMB +5, CMD 25
Skills and Feats: Craft (alchemy) +20, Intimidate +17, Knowledge (arcana)
+20, Knowledge (planes) +20, Linguistics +20, Perception +24, Sense
Motive +24, Spellcraft +20, Stealth +24; Craft Wondrous Item, Defensive
Combat Training, Extend Spell, Improved Lightning Reflexes, Iron Will,
Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll,
Toughness
Treasure: 72 gp, 210 sp, 1000 cp; Agate (8 gp), Aquamarine (500 gp),
Carnelian (55 gp), Saltwater Pearl (90 gp), Sard (40 gp), Sardonyx (60 gp),
Tigereye (12 gp); Battleaxe (+1 weapon) (design provides clue to function)
(2310 gp), Heavy Steel Shield (+1 shield, Fortification (light)) (4170 gp),
Longsword (+1 weapon) (2315 gp), Oil of Light (cr, 25 gp); hoard total 9688
gp
Room #54
West Entry
Room Features
Room #55
North Entry
West Entry
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
A stone ramp ascends towards the west wall, Spirals of blue stones cover
the floor
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed behind a statue of a troll archer, and opened by
pulling an arrow in its quiver
Empty
Room #56
East Entry #1
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within a horrific torture device
Room #57
East Entry #2
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
East Entry #3
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Room Features
A well lies in the east side of the room, Someone has scrawled a demonic
face on the west wall
West Entry
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp) (slides up, +2 to break DC)
Leads to room #69
Room Features
Monster
A narrow ledge runs along the south and east walls, A sundered mace lies
in the north-west corner of the room
4 x Vampire
Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init
+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed
18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast
healing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR
10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;
Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plus
energy drain); SA blood drain, children of the night, create spawn,
dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL
8th; 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, Use
Magic Device +19; Alertness, Blind-Fight, Combat Casting, Combat
Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,
Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse
Treasure: 62 pp, 556 gp, 50 sp, 70 cp; Amethyst (120 gp), Black Pearl (350
gp), Black Pearl (450 gp), Chrysoprase (45 gp), Coral (100 gp), Malachite
(11 gp), 2 x Milky Quartz (45 gp), Red Spinel (60 gp), Rose Quartz (60 gp),
Shell (9 gp); Oil of Keen Edge (cr, 750 gp), Potion of Protection from
Electricity (5th) (cr, 750 gp), Scroll of Detect Evil (cr, 25 gp), Scroll of
Detect Magic (cr, 12 gp 5 sp), Scroll of Limited Wish (cr, 3775 gp), Scroll
of Shapechange (cr, 3825 gp), Wand of Detect Magic (cr, 375 gp), Wand of
True Strike (cr, 750 gp); hoard total 12739 gp 2 sp
Room #58
North Entry
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
Leads to room #27, inhabited by 6 x Greater Shadow
Room Features
Monster
A tile mosaic of vile acts covers the floor, The north and east walls are
covered with cracks
5 x Ghost
Ghost: CR 7, XP 3200; CE Medium Undead (augmented humanoid,
incorporeal); Init +5; Senses darkvision 60 ft.; Perception +18; AC 17, touch
17, 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 -, Int
10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22
10, Wis 11, Cha 20; Base Atk +5, CMB +5, CMD 22
Skills and Feats: Fly +9, Knowledge (history) +10, Knowledge (nobility)
+10, Perception +18, Sense Motive +10, Stealth +9; Dodge, Improved
Initiative, Iron Will, Lightning Reflexes, Toughness
Treasure: 24 pp, 278 gp, 320 sp, 1800 cp; Masterwork Composite Longbow
(+2 Str bonus) (600 gp); Light Crossbow (+2 weapon) (inscription provides
clue to function) (8335 gp); hoard total 9503 gp
Room #59
West Entry
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Leads to room #1
East Entry #1
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
East Entry #2
Room Features
Room #60
West Entry
A well lies in the north-west corner of the room, A simple fireplace sits
against the east wall
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East Entry #1
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
East Entry #2
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Leads to room #3, inhabited by 12 x Mummy
Empty
Room #61
North Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 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; multiple
targets (all targets in a 10 ft. square area)
West Entry
Secret (Search DC 25) Trapped and Unlocked Iron Door (hard 10, 60 hp)
(slides down, +1 to break DC)
The door is located near the ceiling and concealed within a mosaic of
ancient mythology
Guillotine Blade: CR 13; mechanical; Perception DC 28; Disable
Device DC 30; Trigger location; Reset manual; Effect Atk +17 melee
(14d6/19-20)
Monster
3 x Vampire
Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init
+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed
18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast
healing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR
10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;
Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plus
energy drain); SA blood drain, children of the night, create spawn,
dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL
8th; 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
Room #62
East Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Falling Block: CR 11; mechanical; Perception DC 24; Disable Device
DC 28; Trigger location; Reset none; Effect Atk +16 melee (12d6);
multiple targets (all targets in a 10 ft. square area)
Leads to room #43
South Entry
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
Thunderstone Mine: CR 14; magic; Perception DC 30; Disable Device
DC 30; Trigger location; Reset none; Effect thunder blast (14d6 sonic
damage, DC 16 Fort save for half damage); multiple targets (all targets
in a 10 ft. radius burst)
Room #63
Room Features
A mural of an undead god covers the ceiling, Several corroded iron spikes
are scattered throughout the room
North Entry
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is located above a small stone dais and concealed by an
illusion
West Entry
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,
60 hp)
Thunderstone Mine: CR 10; magic; Perception DC 24; Disable Device
DC 24; Trigger location; Reset none; Effect thunder blast (12d6 sonic
damage, DC 18 Fort save for half damage); multiple targets (all targets
in a 10 ft. radius burst)
Room Features
Room #64
North Entry
Someone has scrawled "This paladin is dead" on the north wall, The sound
of rushing water can be heard in the east side of the room
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Magic Missle Trap: CR 13; magic; Perception DC 28; Disable Device
DC 28; Trigger visual (arcane eye); Reset none; Effect magic missile
(10d6 force damage); never miss
Leads to room #65, inhabited by 1 x Devourer
South Entry
Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18;
hard 5, 15 hp)
Arrow Trap: CR 10; mechanical; Perception DC 24; Disable Device DC
26; Trigger location; Reset manual; Effect Atk +14 ranged (11d6/x3)
Room Features
Monster
A magical statue in the south-west corner of the room speaks riddles and
cryptic prophecies, Someone has scrawled "two, four" on the south wall
6 x Spectre
Spectre: CR 7, XP 3200; LE Medium Undead (incorporeal); Init +7; Senses
darkvision 60 ft.; Perception +17; Aura unnatural aura (30 ft.); AC 15, touch
15, flat-footed 12 (+2 deflection, +3 Dex); hp 52 (8d8+16); Fort +4, Ref +5,
Will +9; DA incorporeal, channel resistance +2; Weak resurrection
vulnerability, sunlight powerlessness; Speed fly 80 ft. (perfect); Melee
Room #65
East Entry
South Entry
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Magic Missle Trap: CR 13; magic; Perception DC 28; Disable Device
DC 28; Trigger visual (arcane eye); Reset none; Effect magic missile
(10d6 force damage); never miss
Leads to room #64, inhabited by 6 x Spectre
Room Features
Monster
A tile labyrinth covers the floor, A foul odor fills the room
1 x Devourer
Devourer: CR 11, XP 12800; NE Large Undead (extraplanar); Init +7; Senses
darkvision 60 ft.; Perception +20; AC 25, touch 12, flat-footed 22 (+3 Dex,
+13 natural, -1 size); hp 133 (14d8+70); Fort +9, Ref +7, Will +12; DA spell
deflection, undead traits; SR 22; Speed 30 ft., fly 20 ft. (perfect); Melee 2
claws +18 (1d8+9 plus energy drain); Space 10 ft.; Reach 10 ft.; SA devour
soul, energy drain (1 level, DC 20), spell-like abilities CL 18th; Str 28, Dex
16, Con -, Int 19, Wis 16, Cha 21; Base Atk +10, CMB +20, CMD 33
Skills and Feats: Bluff +19, Diplomacy +14, Fly +19, Intimidate +19,
Knowledge (arcana) +21, Knowledge (planes) +18, Perception +20, Sense
Motive +17, Spellcraft +21, Stealth +6; Blind-Fight, Cleave, Combat
Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power
Attack
Treasure: 354 pp, 1766 gp, 250 sp, 1300 cp; Aquamarine (650 gp), Pyrite (8
gp), Red Spinel (55 gp), Rhodochrosite (10 gp), Saltwater Pearl (90 gp), Sard
(65 gp), Zircon (65 gp); Masterwork Dagger (302 gp); Potion of Protection
from Evil (cr, 50 gp), Potion of Resistance (cr, 25 gp); hoard total 6664 gp
Room #66
North Entry
Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is located above a small stone dais and concealed within a
mosaic of ghoulish carnage
Leads to room #45
West Entry
South Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
Leads to room #67
Monster
3 x Flesh Golem
Room #67
North Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
Leads to room #66, inhabited by 3 x Flesh Golem
South Entry #1
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is located near the ceiling and concealed behind a pile of
broken stone
South Entry #2
South Entry #3
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
Leads to room #10
Trap
Room #68
West Entry #1
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ice Dart Trap: CR 14; magic; Perception DC 30; Disable Device DC 30;
Trigger proximity (alarm); Reset none; Effect Atk +13 ranged (13d6
cold)
Leads to room #46, inhabited by 12 x Wraith
West Entry #2
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
A bookcase and concealed door pivots smoothly
East Entry
Monster
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
18 x Mummy
Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60
ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC
16 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 to
fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex
10, 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: 320 pp, 1450 gp; Bloodstone (35 gp), Saltwater Pearl (130 gp),
Topaz (600 gp), Zircon (40 gp); Masterwork Breastplate (350 gp); Dwarven
Waraxe (+1 weapon) (2330 gp), Mistmail (2250 gp); hoard total 10385 gp
Trap
Trap
Hidden Treasure
Room #69
East Entry
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp) (slides up, +2 to break DC)
Leads to room #57, inhabited by 4 x Vampire
South Entry #1
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
A bookcase and section of wall pivots smoothly
South Entry #2
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable
Device DC 31; Trigger proximity (alarm); Reset none; Effect spell
effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);
multiple targets (all targets in a 20 ft. radius burst)
Room Features
Room #70
North Entry
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Leads to room #81
West Entry
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Contact Poison: CR 13; mechanical; Perception DC 30; Disable Device
DC 26; Trigger touch; Reset none; Effect contact poison (terinav root
[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])
South Entry
Room Features
Room #71
North Entry
Lit candles are scattered across the floor, A rotting odor fills the room
East Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #4, inhabited by 5 x Greater Shadow
South Entry
Monster
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
7 x Mummy
Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60
ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC
16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24);
Room #72
West Entry #1
West Entry #2
East Entry
Room #73
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Room Features
A magical idol in the west side of the room heals all wounds of whomever
sacrifices a gemstone (but only once), A fountain and statue of a God of
Chaos sits in the south-east corner of the room
North Entry #1
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
North Entry #2
North Entry #3
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable
Device DC 31; Trigger proximity (alarm); Reset none; Effect spell
effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);
multiple targets (all targets in a 20 ft. radius burst)
South Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #25, inhabited by 5 x Vampire
Empty
Room #74
North Entry #1
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
North Entry #2
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Leads to room #30
South Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Maximized Fireball Trap: CR 13; magic; Perception DC 31; Disable
Device DC 31; Trigger proximity (alarm); Reset none; Effect spell
effect (fireball, 60 fire damage, DC 14 Reflex save for half damage);
multiple targets (all targets in a 20 ft. radius burst)
Leads to room #27, inhabited by 6 x Greater Shadow
Trap
34; Trigger visual (true seeing); Reset none; Effect spell effect (energy
drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23
Fortitude negates after 24 hours)
Room #75
West Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Magic Missle Trap: CR 10; magic; Perception DC 28; Disable Device
DC 28; Trigger proximity (alarm); Reset none; Effect magic missile (7d6
force damage); never miss
East Entry
Secret (Search DC 30) Stuck Stone Door (break DC 28; hard 8, 60 hp)
The door is located near the ceiling and only two feet high
Leads to room #5
South Entry
Monster
5 x Vampire
Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init
+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed
18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast
healing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR
10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;
Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plus
energy drain); SA blood drain, children of the night, create spawn,
dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL
8th; 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, Use
Magic Device +19; Alertness, Blind-Fight, Combat Casting, Combat
Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,
Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse
Treasure: 5 pp, 260 gp, 620 sp, 2400 cp; Amethyst (120 gp), Aquamarine
(500 gp), Garnet (100 gp), 2 x Jasper (50 gp), Moonstone (55 gp), 2 x
Obsidian (11 gp), Sardonyx (45 gp), Topaz (600 gp), Zircon (65 gp);
Masterwork Dart (300 gp 5 sp), Masterwork Shortbow (330 gp); Oil of
Animate Rope (cr, 50 gp), Oil of Purify Food and Drink (cr, 25 gp), Scroll of
Cone of Cold (cr, 1125 gp), Scroll of Enlarge Person (cr, 25 gp), Scroll of
False Life (cr, 150 gp), Scroll of Shield of Faith (cr, 25 gp), Scroll of
Vampiric Touch (cr, 375 gp), Wand of Alarm (cr, 750 gp), Wand of Bane (cr,
750 gp) (design provides clue to function), Wand of Fly (cr, 11250 gp);
hoard total 17158 gp 5 sp
Room #76
North Entry #1
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within a horrific torture device
North Entry #2
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #4, inhabited by 5 x Greater Shadow
East Entry
South Entry #1
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Empty
Room #77
West Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Contact Poison: CR 13; mechanical; Perception DC 30; Disable Device
DC 30; Trigger touch; Reset none; Effect contact poison (terinav root
[contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d3 Dex, 1 save])
East Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Leads to room #24, inhabited by 10 x Mohrg
South Entry
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Leads to room #22
Room Features
Room #78
West Entry
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed by an illusion
East Entry
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
Leads to room #8, inhabited by 9 x Ghost
South Entry
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 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; multiple
targets (all targets in a 10 ft. square area)
Leads to room #42, inhabited by 5 x Vampire
Empty
Room #79
North Entry
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within a horrific torture device
West Entry
Empty
Room #80
North Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one
side, +1 to break DC)
Falling Block: CR 12; mechanical; Perception DC 26; Disable Device
DC 28; Trigger location; Reset none; Effect Atk +16 melee (12d6);
multiple targets (all targets in a 10 ft. square area)
Leads to room #22
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,
DC 23 Fortitude negates after 24 hours)
Room Features
Room #81
West Entry #1
A magical statue in the south-east corner of the room speaks riddles and
cryptic prophecies, A stone sarcophagus sits in the south-west corner of the
room
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Rune of Confusion: CR 10; magic; Perception DC 24; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect confusion
(confused for 1d4 rounds, DC 18 Will save negates); multiple targets
(all targets in a 10 ft. radius burst)
Leads to room #12, inhabited by 7 x Ghost
West Entry #2
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed by an illusion
East Entry
South Entry
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15
hp)
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Leads to room #70
Room Features
Room #82
North Entry
A balcony hangs from the south wall, A circle of tall stones stands in the
north-east corner of the room
West Entry
Secret (Search DC 20) Trapped and Stuck Stone Door (break DC 28; hard 8,
60 hp)
A trap door in the floor leads to a short tunnel beneath the wall
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,
DC 23 Fortitude negates after 24 hours)
Leads to room #44, inhabited by 9 x Wraith
South Entry
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
The door is concealed behind a statue of a medusa, and opened by
opening her eyes
Room Features
Monster
A narrow ledge runs along the north and west walls, Someone has scrawled
"Has anyone seen my invisible cloak?" on the east wall
11 x Mohrg
Mohrg: CR 8, XP 4800; CE Medium Undead; Init +8; Senses darkvision 60
ft.; Perception +20; AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8
natural); hp 91 (14d8+28); Fort +6, Ref +10, Will +9; Immune undead traits;
Speed 30 ft.; Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch
(paralysis); SA create spawn, paralysis (1d4 minutes, DC 21); Str 21, Dex
19, Con -, Int 11, Wis 10, Cha 14; Base Atk +10, CMB +15 (+19 grapple),
CMD 30
CMD 30
Skills and Feats: Climb +22, Perception +23, Stealth +21, Swim +19; Ability
Focus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility,
Skill Focus (Perception), Spring Attack
Treasure: 34 pp, 366 gp, 322 sp, 2300 cp; Amber (110 gp), Amethyst (120
gp), Black Pearl (350 gp), Black Pearl (500 gp), Bloodstone (50 gp),
Chrysoprase (50 gp), Freshwater Pearl (11 gp), Jasper (50 gp), Milky Quartz
(45 gp), Moonstone (35 gp), Peridot (45 gp), Rhodochrosite (12 gp),
Saltwater Pearl (70 gp), Sardonyx (60 gp), Shell (10 gp), Topaz (350 gp);
Masterwork Light Steel Shield (159 gp), Masterwork Trident (315 gp); Cold
Iron Masterwork Longsword (330 gp), Heavy Wooden Shield (+1 shield)
(1157 gp), Scroll of Summon Monster V (cr, 1125 gp), Wand of Spiritual
Weapon (cr, 4500 gp); hoard total 10215 gp 2 sp
Room #83
North Entry
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one
side, +1 to break DC)
Falling Block: CR 12; mechanical; Perception DC 26; Disable Device
DC 24; Trigger location; Reset none; Effect Atk +12 melee (12d6);
multiple targets (all targets in a 10 ft. square area)
Empty
Room #84
South Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #35, inhabited by 3 x Vampire
Room Features
Hidden Treasure
A balcony hangs from the east wall, A whistling noise can be heard in the
center of the room
Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)
26 pp, 284 gp, 490 sp, 3100 cp; Book of lost songs by a famous bard (3000
gp), Gold flute (1000 gp), Gold mask (450 gp), Platinum flagon with
religious markings (1100 gp); Scroll of Endure Elements (cr, 25 gp), Scroll
of Warp Wood (cr, 150 gp), Wand of Mage Armor (cr, 750 gp) (design
provides clue to function); hoard total 7099 gp