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 The Black Halls of Moilliere Level 10

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  • The Black Halls of MoilliereLevel 10

  • General Dungeon Walls Hewn Stone (Climb DC 25)Dungeon Floor Natural Stone (move at half speed, can't charge or run, +5 to Balance and Tumble

    DC)Temperature AverageIllumination Dark (individual creatures may carry lights)

    WanderingMonsters

    1 3 x Ghast (ghoul) and 12 x Ghoul, trying to lure the party into an ambush2 7 x Mummy, bloodied and fleeing a more powerful enemy3 11 x Shadow, lost and desperate4 5 x Spectre, consumed by disease and madness5 8 x Wraith, scouting from another part of the dungeon6 7 x Troll Skeleton, scouting from another part of the dungeon

    Room #1 West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    East Entry Archway

    Room Features A tapestry of ghoulish carnage hangs from the east wall, The ceiling is coveredwith cobwebs

    Monster 4 x Ogre ZombieOgre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; BaseAtk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9,slam) or +1 ranged (1d8+6, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Singleactions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; ALNE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

    Room #2 West Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break DC)Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

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

    Room Features Burning torches in iron sconces line the south wall, The floor is covered withrotting straw

    Monster 6 x WraithWraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporealtouch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis14, Cha 15Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

    Room #3 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

  • East Entry #1 ArchwayEast Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

    Room Features A tile labyrinth covers the floor, An altar of evil sits in the west side of the room

    Room #4 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)South Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Empty

    Room #5 North Entry ArchwayWest Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

    East Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target ineach of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per targetfor 1d4+2 each); Search DC 18; Disable Device DC 25.

    East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)South Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd leveldruid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable DeviceDC 27.

    Room Features A stone statue stands in the south-east corner of the room, A corroded mace lies inthe south-west corner of the room

    Room #6 West Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

    South Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)

    Room Features A narrow pit covered by iron bars lies in the north-east corner of the room, A foulodor fills the room

    Monster 6 x Wyvern ZombieWyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flat-footed 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee(2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons);Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str21, Dex 10, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

    Room #7 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry Archway

    Empty

    Room #8

  • Room #8 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)South Entry #1 Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Monster 10 x MummyMummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 2100 gp; Blue Quartz (6 gp), Chrysoprase (40 gp), Deep Blue Spinel (200gp), Fire Opal (1000 gp), Jade (120 gp), Moss Agate (10 gp), 2 x Red Spinel (120gp), Smoky Quartz (60 gp), White Pearl (80 gp); hoard total 3856 gp

    Room #9 North Entry #1 Trapped Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflexsave half damage); Search DC 30; Disable Device DC 30.

    North Entry #2 Secret (Search DC 20) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

    West Entry Unlocked Iron Door (hard 10, 60 hp)East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break

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

    Room Features A tile labyrinth covers the floor, A pile of broken arrows lies in the north-westcorner of the room

    Room #10 East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)East Entry #2 Iron Porticullis (lift DC 25, break DC 28; hard 10, 60 hp)

    Room Features A stone stair ascends towards the east wall, A faded and torn tapestry hangs fromthe north wall

    Room #11 North Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)West Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to break DC)

    South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

    Monster 9 x MummyMummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 2200 gp; Arcane Scroll (Message (12 gp 5 sp), Protection from

  • Treasure: 2200 gp; Arcane Scroll (Message (12 gp 5 sp), Protection fromChaos/Evil/Good/Law (25 gp)) (total 37 gp 5 sp), Arcane Scroll (Hold Portal (25gp), Hypnotism (25 gp), Shield (25 gp)) (total 75 gp), Divine Scroll (SummonNature's Ally II (150 gp)) (total 150 gp); hoard total 2462 gp 5 sp

    Room #12 North Entry ArchwaySouth Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Room Features A stone dais lies in the south-west corner of the room, A rotting odor fills the room

    Room #13 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features Part of the east wall has collapsed into the room, A tapestry of ancient mythologyhangs from the west wall

    Room #14 North Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,15 hp)Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14Reflex save half damage); Search DC 28; Disable Device DC 28.

    East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)East Entry #2 Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    Room Features An altar of evil sits in the center of the room, A pile of empty bottles lies in thesouth-east corner of the room

    Room #15 East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)South Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)

    (slides up, +2 to break DC)

    Empty

    Room #16 North Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)

    Room Features A stone stair ascends towards the east wall, A charred book lies in the south-westcorner of the room

    Room #17 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to breakDC)

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

    Room Features A rope ascends to a balcony hanging from the east wall, A fountain of water sitsagainst the south wall

    Monster 8 x MummyMummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort

  • reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 2100 gp; Azurite (11 gp), Azurite (12 gp), Deep Green Spinel (130 gp),Fiery Yellow Corundum (700 gp), Freshwater Pearl (10 gp), Red Garnet (130 gp);Arcane Scroll (Arcane Mark (12 gp 5 sp), Magic Weapon (25 gp), Remove Fear (50gp)) (total 87 gp 5 sp), Wand of Magic Missile (5th) (49 of 50 charges) (3675 gp);hoard total 6855 gp 5 sp

    Room #18 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)North Entry #2 Archway

    East Entry #1 Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)East Entry #2 Archway

    South Entry Archway

    Monster 2 x SpectreSpectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turnresistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,Improved Initiative

    Room #19 West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    Room Features Numerous pillars line the south wall, A toppled statue lies in the south side of theroom

    Room #20 North Entry Unlocked Stone Door (hard 8, 60 hp)West Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)

    Room Features A stone ramp ascends towards the east wall, An unexplained breeze can be felt inthe east side of the room

    Monster 11 x Ghast (ghoul)Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: Potion of Hide from Undead (50 gp); hoard total 50 gp

    Room #21 West Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable

  • Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

    West Entry #2 Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)East Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas;multiple targets (all targets in a 10 ft. by 10 ft. area); never miss; onset delay (2rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1Cha drain); Search DC 20; Disable Device DC 16.

    South Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lock bypass(Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (Largemonstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con);Search DC 19; Disable Device DC 15.

    South Entry #2 Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC25; hard 5, 20 hp)

    Room Features A narrow shaft descends from the room into a natural cavern below, An altar of evilsits in the north side of the room

    Monster 3 x Cloud Giant SkeletonCloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd 50 ft.(10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed 11; Base Atk+8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee(1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13 melee (4d6+18,gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12,rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage reduction 5/bludgeoning,darkvision 60 ft., immunity to cold, oversize weapon, undead traits; AL NE; SVFort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

    Room #22 North Entry ArchwayWest 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)

    Room Features Lit candles are scattered across the floor, A cold spot can be felt in the south-eastcorner of the room

    Monster 2 x Cloud Giant SkeletonCloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd 50 ft.(10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed 11; Base Atk+8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee(1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13 melee (4d6+18,gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12,rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage reduction 5/bludgeoning,darkvision 60 ft., immunity to cold, oversize weapon, undead traits; AL NE; SVFort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

    Room #23 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)North Entry #2 Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    Room Features A tile mosaic of a legendary battle covers the floor, Several headless statues arescattered throughout the room

    Trap Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automatic reset;Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level wizard, 2d4 acid/round for2 rounds); Search DC 27; Disable Device DC 27.

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

  • Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28; hard10, 60 hp)12000 sp; hoard total 1200 gp

    Room #24 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)South Entry Archway

    Room Features An iron chain hangs from the ceiling in the east side of the room, Several emptybottles are scattered throughout the room

    Room #25 North Entry #1 ArchwayNorth Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    East Entry Unlocked Iron Door (hard 10, 60 hp)South Entry Archway

    Room Features A buzzing noise fills the room, Several pieces of spoiled meat are scatteredthroughout the room

    Monster 8 x Ettin SkeletonEttin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp+15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged(1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee(1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -;SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft.,immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23,Dex 10, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

    Room #26 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to break DC)East Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)

    South Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp)

    Room Features A circle of tall stones stands in the north side of the room, The floor is coveredwith ash

    Monster 4 x Cloud Giant SkeletonCloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd 50 ft.(10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed 11; Base Atk+8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee(1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13 melee (4d6+18,gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12,rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage reduction 5/bludgeoning,darkvision 60 ft., immunity to cold, oversize weapon, undead traits; AL NE; SVFort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

    Room #27 North Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC25; hard 5, 20 hp)

    South Entry #1 ArchwaySouth Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

    Room Features A faded and torn tapestry hangs from the west wall, A rustling noise can be heard

  • Room Features A faded and torn tapestry hangs from the west wall, A rustling noise can be heardin the east side of the room

    Room #28 North Entry #1 ArchwayNorth Entry #2 Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)North Entry #3 Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)South Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)

    Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20.

    South Entry #2 Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break DC 13; hard5, 10 hp) (slides down, +1 to break DC)Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair reset; Atk+10 melee (4d6, stone blocks); Search DC 25; Disable Device DC 20.

    Empty

    Room #29 North Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lock bypass(Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (Largemonstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con);Search DC 19; Disable Device DC 15.

    North Entry #2 Unlocked Iron Door (hard 10, 60 hp)

    Empty

    Room #30 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to breakDC)

    South Entry Archway

    Room Features A stone stair ascends towards the west wall, A mouldy odor fills the south-eastcorner of the room

    Monster 6 x MummyMummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 1500 gp; Coral (140 gp), Fiery Yellow Corundum (1000 gp), GoldenYellow Topaz (400 gp), Peridot (50 gp), Peridot (80 gp), Zircon (80 gp); hoardtotal 3250 gp

    Room #31 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)West Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 25, break DC 28; hard10, 60 hp)190 pp; hoard total 1900 gp

    Room #32 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

  • West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)East Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Empty

    Room #33 South Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    Empty

    Room #34 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Monster 6 x Ghast (ghoul)Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 20000 cp; hoard total 200 gp

    Room #35 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)West Entry #2 Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)

    South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.area); Search DC 19; Disable Device DC 25.

    Room Features Various torture devices are scattered throughout the room, Several pieces of blood-soaked clothing are scattered throughout the room

    Monster 12 x WightWight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energydrain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int11, Wis 13, Cha 15Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

    Room #36 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)North Entry #2 Archway

    West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)West Entry #2 Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    (slides up, +2 to break DC)

    Empty

  • Empty

    Room #37 North Entry #1 ArchwayNorth Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Monster 6 x MummyMummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk+11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plusmummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damagereduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort+4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, GreatFortitude, ToughnessTreasure: 10000 sp; Buckler (Medium) (+1 shield) (1165 gp), Divine Scroll(Comprehend Languages (25 gp), Shield Other (150 gp)) (total 175 gp), Potion ofCure Light Wounds (50 gp), Potion of Remove Fear (50 gp); hoard total 2440 gp

    Room #38 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Monster 7 x Ghast (ghoul) and 10 x GhoulGhast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 600 gp; Feathered bound Book (blank) (110 gp), Small Bag of RareSpices (300 gp), Small Tapestry (1100 gp); Arcane Scroll (Greater Invisibility (700gp), Ice Storm (700 gp), Baleful Polymorph (1125 gp), Cone of Cold (1125 gp))(total 3650 gp); hoard total 5760 gpGhoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

    Room #39 East Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (SepiaSnake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; DisableDevice DC 28.

    South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features Numerous pillars line the south wall, Several sundered shields are scatteredthroughout the room

    Monster 3 x Young Adult Red Dragon SkeletonYoung adult red dragon skeleton: CR 8; Huge undead (fire); HD 19d12; hp 123;Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-

  • Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQDamage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire,undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis10, Cha 1Skills and Feats: ; Improved Initiative

    Room #40 East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Room Features A stair ascends to a catwalk hanging between the north and south walls, Torchsconces line the south and west walls

    Monster 8 x Ghast (ghoul) and 7 x GhoulGhast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 120 pp; hoard total 1200 gpGhoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

    Room #41 North Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)North Entry #2 Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)

    West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)West Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

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

    Room Features Lit candles are scattered across the floor, A clicking noise fills the roomMonster 3 x Spectre

    Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turnresistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,Improved Initiative

    Room #42 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)South Entry #1 ArchwaySouth Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex

  • save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of twoadjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4each); Search DC 21; Disable Device DC 20.

    Empty

    Room #43 West Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry Archway

    Monster 2 x Cloud Giant SkeletonCloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd 50 ft.(10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed 11; Base Atk+8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee(1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13 melee (4d6+18,gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12,rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage reduction 5/bludgeoning,darkvision 60 ft., immunity to cold, oversize weapon, undead traits; AL NE; SVFort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1Skills and Feats: ; Improved Initiative

    Room #44 North Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automaticreset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); SearchDC 28; Disable Device DC 28.

    North Entry #2 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex saveavoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.

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

    Monster 3 x SpectreSpectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft.(8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch);Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turnresistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort+2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14,Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight,Improved Initiative

    Room #45 North Entry ArchwayWest Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    East Entry #1 ArchwayEast Entry #2 Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)

    South Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)(slides to one side, +1 to break DC)

    Empty

    Room #46 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)West Entry #2 Archway

  • West Entry #2 ArchwaySouth Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)

    Room Features Lit candles are scattered across the floor, A foul odor fills the room

    Room #47 North Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd leveldruid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable DeviceDC 27.

    West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)South Entry Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)

    Room Features A sloped pit lined with iron spikes lies in the south-west corner of the room, Alarge kiln and coal bin sit in the east side of the room

    Monster 2 x WraithWraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12;Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporealtouch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch);Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft.,daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits,unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis14, Cha 15Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10,Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

    Trap Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hiddenlock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 pluspoison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);Search DC 20; Disable Device DC 20.

    Room #48 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)South Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 to break

    DC)Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6Con); Search DC 25; Disable Device DC 19.

    South Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,15 hp)Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect(Fireball, 8th level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28;Disable Device DC 28.

    Monster 6 x Ghast (ghoul) and 10 x GhoulGhast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 700 gp; Blue Quartz (10 gp), Deep Blue Spinel (400 gp), Lapis Lazuli (12gp), Rose Quartz (30 gp); hoard total 1152 gpGhoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort

  • paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

    Room #49 East Entry Archway

    Room Features A narrow shaft falls into the room from above, Rusting iron spikes line the southwall

    Monster 12 x Ogre ZombieOgre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; BaseAtk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9,slam) or +1 ranged (1d8+6, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Singleactions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; ALNE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1Skills and Feats: -; Toughness

    Room #50 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

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

    Trap Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manualreset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

    Room #51 West Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target ineach of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per targetfor 1d4+2 each); Search DC 18; Disable Device DC 25.

    South Entry Archway

    Room Features Several headless statues are scattered throughout the room, A pile of barrel staveslies in the south-west corner of the room

    Room #52 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)North Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 to break

    DC)Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6Con); Search DC 25; Disable Device DC 19.

    East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)South Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,

    20 hp)Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4spikes for 1d4+5 each); Search DC 20; Disable Device DC 20.

    South Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)

    Room Features A iron brazier and basin of water sit in the south side of the room, The scent ofozone fills the room

    Room #53 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) (slides

  • Room #53 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15 hp) (slidesup, +2 to break DC)

    West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to breakDC)

    East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)South Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,

    15 hp)Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automaticreset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14Reflex save half damage); Search DC 28; Disable Device DC 28.

    Monster 4 x Greater ShadowGreater shadow: CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2;Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk+6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn,strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance,undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis12, Cha 14Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,Mobility, Spring Attack

    Room #54 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Room Features A stair ascends to a catwalk hanging between the north and south walls, An acridodor fills the room

    Room #55 East Entry #1 Iron Porticullis (lift DC 25, break DC 28; hard 10, 60 hp) (magically reinforced,+10 to break DC)

    East Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break DC)Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +15melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.

    Room Features A tile labyrinth covers the floor, Several torches are scattered throughout the roomMonster 14 x Wight

    Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energydrain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int11, Wis 13, Cha 15Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

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

    Monster 6 x Ghast (ghoul) and 12 x GhoulGhast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 11000 sp; hoard total 1100 gp

  • Treasure: 11000 sp; hoard total 1100 gpGhoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

    Room #57 West Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

    Monster 8 x Ghast (ghoul) and 11 x GhoulGhast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite)and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoulfever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; ALCE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot+8; Multiattack, ToughnessTreasure: 1100 gp; Azurite (8 gp), Banded Agate (12 gp), Blue Quartz (10 gp), EyeAgate (10 gp), Silver Pearl (110 gp), Turquoise (11 gp); Potion of Bull's Strength(300 gp), Potion of Cure Moderate Wounds (300 gp), Potion of Hide from Animals(50 gp); hoard total 1911 gpGhoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite)and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever,paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot+7; Multiattack

    Trap Water-Filled Room: CR 7; mechanical; location trigger; manual reset; multipletargets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3 rounds);water; Search DC 20; Disable Device DC 25.

    Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 30, break DC25; hard 5, 20 hp)15000 sp; Arcane Scroll (Animate Rope (25 gp), Cause Fear (25 gp)) (total 50 gp),Arcane Scroll (Cat's Grace (150 gp), Locate Object (150 gp), Obscure Object (150gp)) (total 450 gp), Divine Scroll (Deathwatch (25 gp), Gust of Wind (150 gp))(total 175 gp); hoard total 2175 gp

    Room #58 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)

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

    Room Features The south and east walls have been engraved with a row of arcane runes, Varioustorture devices are scattered throughout the room

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