the lost vault of the ilythri
DESCRIPTION
map of dungeonTRANSCRIPT
The Lost Vault of the Ilythri
Level 10
General Dungeon Walls Hewn Stone (Climb DC 25)
Dungeon Floor Flagstone
Temperature Average
Illumination Shadowy (witchlight every 20 ft.)
Corridors a Someone has scrawled "The Azure Guild killed three ogres here" indwarvish runes here
c Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automaticreset; spell effect (Earthquake, 13th level cleric, 65 ft. radius, DC 15 or 20Reflex save, depending on terrain); Search DC 32; Disable Device DC 32
e Numerous pillars line the corridor
i A narrow shaft falls into the corridor from above
m An overwhelming stench fills the corridor
n Burning torches in iron sconces line the corridor
r Withered corpses are nailed to the corridor walls
s An unexplained breeze can be felt here
u Someone has scrawled "Upon the Twilight of Spells, in the Realm ofCrowns, the Staff of Shadow and Flame shall be lost" in draconic scripthere
v Someone has scrawled "This is not a secret door" in draconic script here
w Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm);automatic reset; spell effect (Prismatic Spray, 13th level wizard, DC 20Reflex, Fort, or Will save, depending on effect); Search DC 32; DisableDevice DC 32
x A fountain of water sits in an alcove here
z A fountain of water sits in an alcove here
WanderingMonsters
1 14 x Ogre Zombie, investigating a strange noise
2 10 x Wight, bloodied and fleeing a more powerful enemy
3 11 x Ettin Skeleton, tracking the party
4 9 x Troll Skeleton, consumed by disease and madness
5 3 x Chimera Skeleton, hunting for food
6 15 x Shadow, searching for an object stolen from their lair
Room #1 East Entry #1 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)
Ⓢ The door is concealed behind a statue of a hydra, and opened byreaching into several of its mouths
East Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)
→ Leads to room #39, inhabited by 6 x Ettin Skeleton
South Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing);automatic reset; multiple traps (two simultaneous acid arrow traps); Atk+9 ranged touch and +9 ranged touch; spell effect (Acid Arrow, 18thlevel wizard, 2d4 acid damage for 7 rounds); Search DC 27; DisableDevice DC 27
→ Leads to room #25, inhabited by 3 x Spectre
South Entry #2 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind an area of mold
→ Leads to room #16, inhabited by 12 x Ogre Zombie
Room Features A magical mural on the south wall depicts the betrayal of whomever viewsit, A pair of boots lies in the south-east corner of the room
Room #2 North Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
North Entry #2 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,60 hp)
Ⓣ Forcecage and Summon Monster VII Trap: CR 10; magic device;proximity trigger (alarm); automatic reset; multiple traps (oneforcecage trap and one summon monster VII trap); spell effect(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13thlevel wizard, hamatula); Search DC 32; Disable Device DC 32
South Entry #1 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (slidesdown, +1 to break DC)
→ Leads to room #14
South Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;hard 5, 10 hp)
Ⓣ Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets(all targets within a 10 ft. by 10 ft. area); Search DC 25; DisableDevice DC 25
→ Leads to room #13
South Entry #3 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);automatic reset; spell effect (Incendiary Cloud, 15th level wizard,4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC33; Disable Device DC 33
Empty
Room #3 North Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
→ Leads to room #61
East Entry #1 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Falling Block: CR 12; mechanical; location trigger; no reset; Atk +14melee (11d6); multiple targets (all targets in a 10 ft. square area);Search DC 24; Disable Device DC 26
→ Leads to room #17
East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Teleporter Crystal: CR 12; magic device; touch trigger; no reset;teleport (teleported one level down, DC 18 Will save negates); SearchDC 28; Disable Device DC 28
South Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,60 hp)
Ⓣ Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets(all targets within a 10 ft. by 10 ft. area); Search DC 25; DisableDevice DC 25
Room Features The room has a high domed ceiling, Spirals of gray stones cover the floor
Monster 7 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; SpdFly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitutiondrain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitutiondrain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporealtraits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills 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 Scythe Blade: CR 9; mechanical; location trigger; manual reset; Atk +11melee (8d6/19-20); multiple targets (all targets in a 5 ft. radius arc); SearchDC 24; Disable Device DC 26
Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 30,break DC 18; hard 5, 15 hp)
180 pp; White Pearl (90 gp); hoard total 1890 gp
Room #4 East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger; automaticreset; no attack roll required (18d6, crush); Search DC 20; DisableDevice DC 25
→ Leads to room #60
South Entry Secret (Search DC 30) Trapped and Locked Good Wooden Door (Open LockDC 40, break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Ⓣ Wail of the Banshee Trap: CR 10; magic device; proximity trigger(alarm); automatic reset; spell effect (Wail of the Banshee, 17th levelwizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);Search DC 34; Disable Device DC 34
Room Features A magical idol in the south-east corner of the room conjures a vial ofpoison for whomever offers a prayer to a god of death (but only once), Aworkbench and basin of water sit in the north-east corner of the room
Room #5 North Entry #1 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #66
North Entry #2 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened bypulling an arrow in its quiver
Ⓣ Falling Block: CR 10; mechanical; location trigger; no reset; Atk +12melee (10d6); multiple targets (all targets in a 10 ft. square area);Search DC 28; Disable Device DC 26
→ Leads to room #6
East Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is located several feet above the floor and concealed behinda pile of broken stone
South Entry #1 Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)(slides up, +2 to break DC)
Ⓢ The door is concealed within an upright sarcophagus
Ⓣ Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manualreset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first targetin each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 plus poison each); poison (purple wormpoison [injury, Fort DC 24, 1d6 Str/2d6 Str]); Search DC 16; DisableDevice DC 25
South Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Ice Dart Trap: CR 12; magic device; proximity trigger (alarm); no reset;
Ⓣ Ice Dart Trap: CR 12; magic device; proximity trigger (alarm); no reset;Atk +12 ranged (12d6 cold); Search DC 24; Disable Device DC 26
→ Leads to room #74
Room Features Numerous pillars line the north and south walls, A pile of wax blobs lies inthe south-east corner of the room
Monster 12 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly30 ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14; Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporealtouch); Full Atk +3 melee (1d4 Wisdom drain, incorporeal touch);Space/Reach 5 ft./5 ft.; SA Babble, madness, Wisdom drain; SQ Darkvision60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort+1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes
Room #6 North Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)
→ Leads to room #26, inhabited by 8 x Wraith
South Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)
Ⓢ The door is concealed behind a statue of a troll archer, and opened bypulling an arrow in its quiver
Ⓣ Falling Block: CR 10; mechanical; location trigger; no reset; Atk +12melee (10d6); multiple targets (all targets in a 10 ft. square area);Search DC 28; Disable Device DC 26
→ Leads to room #5, inhabited by 12 x Allip
Room Features A set of demonic war masks hangs on the west wall, A rusted chain shirtlies in the south-west corner of the room
Room #7 West Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)
East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Room Features The walls have been engraved with alien symbols, Iron chains hang fromthe ceiling in the north side of the room
Monster 13 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently+8, Spot +8; Multiattack, Toughness
Treasure: 1600 gp; hoard total 1600 gp
Room #8 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)
West Entry #1 Secret (Search DC 20) Locked Stone Door (Open Lock DC 30, break DC 28;hard 8, 60 hp)
Ⓢ The door is designed to make noise when opened
West Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)
→ Leads to room #17
East Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)
Ⓢ The door is concealed within an upright sarcophagus
Empty
Room #9 North Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)
→ Leads to room #24, inhabited by 10 x Ettin Skeleton
East Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)
East Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;hard 5, 20 hp)
Ⓣ Destruction Trap: CR 8; magic device; touch trigger (alarm); automaticreset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for10d6 damage); Search DC 32; Disable Device DC 32
Room Features Spirals of yellow stones cover the floor, Someone has scrawled "The cursecan never be broken" on the north wall
Monster 10 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,Blind-Fight
Room #10 North Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)
South Entry #1 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)
South Entry #2 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Ice Dart Trap: CR 10; magic device; visual trigger (arcane eye); noreset; Atk +12 ranged (12d6 cold); Search DC 28; Disable Device DC28
South Entry #3 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)
→ Leads to room #17
Empty
Room #11 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to breakDC)
Ⓣ Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repairreset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC27; Disable Device DC 18
→ Leads to room #74
West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)
South Entry #1 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp) (slides down, +1 to break DC)
Ⓢ The door is concealed within the mouth of a demonic face carved fromstone
South Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;hard 5, 15 hp)
Ⓣ Wail of the Banshee Trap: CR 10; magic device; proximity trigger(alarm); automatic reset; spell effect (Wail of the Banshee, 17th levelwizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);Search DC 34; Disable Device DC 34
Room Features A forge and anvil sit in the north-west corner of the room, A broken hammerlies in the north-west corner of the room
Monster 8 x Ogre Zombie
Ogre 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-footed15; Base Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee(1d8+9, slam) or +1 ranged (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 Single actions only, damage reduction5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will+6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Trap Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm);automatic reset; spell effect (Wail of the Banshee, 17th level wizard, DC23 Fort save negates); multiple targets (up to 17 creatures); Search DC 34;Disable Device DC 34
Room #12 North Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)
→ Leads to room #31, inhabited by 3 x Wight
North Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)
→ Leads to room #30
West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)
→ Leads to room #63, inhabited by 9 x Wraith
South Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)
Ⓢ The door is concealed behind a statue of a noble king, and opened bystabbing a sword into his back
Room Features A tapestry of a goddess of illusions hangs from the east wall, An altar ofevil sits in the north side of the room
Room #13 North Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #14
North Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;hard 5, 10 hp)
Ⓣ Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets(all targets within a 10 ft. by 10 ft. area); Search DC 25; DisableDevice DC 25
→ Leads to room #2
West Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
→ Leads to room #66
East Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Forcecage and Summon Monster VII Trap: CR 10; magic device;proximity trigger (alarm); automatic reset; multiple traps (oneforcecage trap and one summon monster VII trap); spell effect(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13thlevel wizard, hamatula); Search DC 32; Disable Device DC 32
South Entry #1 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);automatic reset; spell effect (Incendiary Cloud, 15th level wizard,4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC33; Disable Device DC 33
South Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)
Empty
Room #14 North Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (slidesdown, +1 to break DC)
→ Leads to room #2
South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #13
Room Features A group of monstrous faces have been carved into the south wall, A warpedspear lies in the west side of the room
Room #15 North Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manualreset; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade[injury, Fort DC 20, 1d6 Con/2d6 Con]); Search DC 24; Disable DeviceDC 19
→ Leads to room #40, inhabited by 2 x Mummy
North Entry #2 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30,break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a terrified maiden, andopened by breaking her neck
West Entry #1 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry #2 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)
→ Leads to room #56
South Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)
→ Leads to room #41
Monster 8 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly30 ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14; Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporealtouch); Full Atk +3 melee (1d4 Wisdom drain, incorporeal touch);Space/Reach 5 ft./5 ft.; SA Babble, madness, Wisdom drain; SQ Darkvision60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort+1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes
Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes
Room #16 North Entry #1 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is located near the ceiling and concealed behind an area ofslime
North Entry #2 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind an area of mold
→ Leads to room #1
West Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #52, inhabited by 6 x Ghast
East Entry Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved fromstone
Room Features Chanting can be heard in the east side of the room, Several barrel stavesare scattered throughout the room
Monster 12 x Ogre Zombie
Ogre 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-footed15; Base Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee(1d8+9, slam) or +1 ranged (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 Single actions only, damage reduction5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will+6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #17 North Entry #1 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)
Ⓢ A bookcase and concealed door pivots smoothly
North Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)
→ Leads to room #10
West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Falling Block: CR 12; mechanical; location trigger; no reset; Atk +14melee (11d6); multiple targets (all targets in a 10 ft. square area);Search DC 24; Disable Device DC 26
→ Leads to room #3, inhabited by 7 x Wraith
East Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)
→ Leads to room #8
Empty
Room #18 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)
East Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)
East Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #69
Room Features A large kiln and coal bin sit in the north side of the room, A blood-soakedblanket lies in the west side of the room
Room #19 East Entry #1 Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC18; hard 5, 15 hp)
Ⓢ The door is concealed behind a pile of skulls
Ⓣ Magic Missle Trap: CR 11; magic device; visual trigger (true seeing);no reset; magic missile (9d6 force damage); never miss; Search DC 24;Disable Device DC 26
East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Thunderstone Mine: CR 12; magic device; location trigger; no reset;thunder blast (12d6 sonic damage, DC 18 Fort save for half damage);multiple targets (all targets in a 10 ft. radius burst); Search DC 28;Disable Device DC 28
South Entry Secret (Search DC 30) Trapped and Unlocked Simple Wooden Door (hard 5,10 hp)
Ⓢ The door is concealed by an illusion
Ⓣ Contact Poison: CR 12; mechanical; touch trigger, no reset; contactpoison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 26;Disable Device DC 26
Empty
Room #20 North Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Earthmaw Trap: CR 12; magic device; location trigger; no reset;earthmaw (10d6 damage, DC 16 Reflex save for half damage); SearchDC 28; Disable Device DC 26
→ Leads to room #50, inhabited by 7 x Shadow
North Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;hard 5, 15 hp)
Ⓣ Falling Block: CR 11; mechanical; location trigger; no reset; Atk +14melee (11d6); multiple targets (all targets in a 10 ft. square area);Search DC 28; Disable Device DC 28
East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16ranged (12d6/x3); Search DC 26; Disable Device DC 26
→ Leads to room #29
Room Features A stream of acid flows along a channel in the floor, A pile of rotten leatherlies in the west side of the room
Room #21 West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slidesdown, +1 to break DC)
East Entry Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;hard 8, 60 hp)
Ⓢ A trap door in the floor leads to a short tunnel beneath the wall
South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Rune of Hypnosis: CR 11; magic device; proximity trigger (alarm); noreset; hypnosis (fascinated for 1d4 rounds, DC 16 Will save negates);multiple targets (all targets in a 10 ft. radius burst); Search DC 26;Disable Device DC 28
Monster 8 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; SpdFly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitutiondrain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitutiondrain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporealtraits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills 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 #22 West Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
West Entry #2 Secret (Search DC 25) Trapped and Unlocked Strong Wooden Door (hard 5,20 hp)
Ⓢ The door is concealed within a mosaic of a legendary battle
Ⓣ Destruction Trap: CR 8; magic device; touch trigger (alarm); automaticreset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for10d6 damage); Search DC 32; Disable Device DC 32
West Entry #3 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20hp)
Room Features A rope ascends to a wooden platform in the center of the room, A tilelabyrinth covers the floor
Room #23 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Teleporter Crystal: CR 10; magic device; touch trigger; no reset;teleport (teleported one level down, DC 16 Will save negates); SearchDC 24; Disable Device DC 28
→ Leads to room #33, inhabited by 4 x Ghast and 9 x Ghoul
South Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Guillotine Blade: CR 8; mechanical; location trigger; manual reset; Atk+13 melee (7d6/19-20); Search DC 22; Disable Device DC 26
Room Features Several iron cages are scattered throughout the room, Someone hasscrawled "Stortgiua was here" on the south wall
Monster 5 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporealtouch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQDarkvision 60 ft., incorporeal traits, +2 turn resistance, sunlightpowerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills 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 #24 South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)
→ Leads to room #9, inhabited by 10 x Wight
Room Features A set of demonic war masks hangs on the west wall, A rotting odor fills thenorth-east corner of the room
north-east corner of the room
Monster 10 x Ettin Skeleton
Ettin 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/Reach10 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 1
Skills and Feats: ; Improved Initiative
Room #25 North Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing);automatic reset; multiple traps (two simultaneous acid arrow traps); Atk+9 ranged touch and +9 ranged touch; spell effect (Acid Arrow, 18thlevel wizard, 2d4 acid damage for 7 rounds); Search DC 27; DisableDevice DC 27
→ Leads to room #1
North Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Fire Spray: CR 11; magic device; visual trigger (arcane eye); no reset;fire spray (11d6 fire damage, DC 18 Reflex save for half damage);Search DC 24; Disable Device DC 28
East Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets(all targets within a 10 ft. by 10 ft. area); Search DC 25; DisableDevice DC 25
Room Features Numerous pillars line the east wall, A pile of rotting wood lies in the eastside of the room
Monster 3 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporealtouch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQDarkvision 60 ft., incorporeal traits, +2 turn resistance, sunlightpowerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills 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
Trap Acid Turret: CR 12; magic device; visual trigger (arcane eye); duration 5rounds; no reset; acid spray (8d6 acid damage for 1d4 rounds, DC 14 Reflexsave for half damage); Search DC 28; Disable Device DC 24
Room #26 North Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp)
Ⓣ Guillotine Blade: CR 11; mechanical; location trigger; manual reset;Atk +12 melee (10d6/19-20); Search DC 26; Disable Device DC 24
→ Leads to room #56
West Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carvedfrom stone
→ Leads to room #34
East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Earthquake Trap: CR 8; magic device; proximity trigger (alarm);automatic reset; spell effect (Earthquake, 13th level cleric, 65 ft.radius, DC 15 or 20 Reflex save, depending on terrain); Search DC 32;Disable Device DC 32
South Entry #1 Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,60 hp)
Ⓣ Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);automatic reset; spell effect (Incendiary Cloud, 15th level wizard,4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC33; Disable Device DC 33
South Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)
→ Leads to room #6
Room Features A shallow pit lies in the north-west corner of the room, A dagger hilt lies inthe south side of the room
Monster 8 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; SpdFly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitutiondrain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitutiondrain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporealtraits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills 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 #27 North Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Wail of the Banshee Trap: CR 10; magic device; proximity trigger(alarm); automatic reset; spell effect (Wail of the Banshee, 17th levelwizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);Search DC 34; Disable Device DC 34
→ Leads to room #62, inhabited by 6 x Ghast and 9 x Ghoul
West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger; automaticreset; no attack roll required (18d6, crush); Search DC 20; DisableDevice DC 25
Room Features Spirals of black stones cover the floor, Someone has scrawled "Upon thethird day of the Winter of Tombs, when the Dread Gate opens, the Hammerof Wisdom shall be lost" in draconic script on the east wall
Monster 10 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,Blind-Fight
Room #28 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Dropping Ceiling: CR 9; mechanical; location trigger; repair reset;ceiling moves down (12d6, crush); multiple targets (all targets in a 10ft. by 10 ft. room); never miss; onset delay (1 round); Search DC 20;Disable Device DC 16
Disable Device DC 16
South Entry #1 Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;hard 5, 20 hp)
Ⓣ Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm);automatic reset; spell effect (Prismatic Spray, 13th level wizard, DC 20Reflex, Fort, or Will save, depending on effect); Search DC 32; DisableDevice DC 32
South Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repairreset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC27; Disable Device DC 18
→ Leads to room #40, inhabited by 2 x Mummy
Room Features A tile labyrinth covers the floor, A carved stone statue stands in the south-west corner of the room
Monster 7 x Ettin Skeleton
Ettin 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/Reach10 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 1
Skills and Feats: ; Improved Initiative
Room #29 North Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)(slides up, +2 to break DC)
Ⓣ Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16ranged (11d6/x3); Search DC 24; Disable Device DC 28
North Entry #2 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)
North Entry #3 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)
West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16ranged (12d6/x3); Search DC 26; Disable Device DC 26
→ Leads to room #20
East Entry Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;hard 5, 15 hp)
Ⓣ Contact Poison: CR 11; mechanical; touch trigger, no reset; contactpoison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 24;Disable Device DC 24
Trap Energy Drain Trap: CR 10; magic device; visual trigger (true seeing);automatic reset; Atk +8 ranged touch; spell effect (Energy Drain, 17th levelwizard, 2d4 negative levels for 24 hours, DC 23 Fort save negates); SearchDC 34; Disable Device DC 34
Room #30 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
East Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Earthmaw Trap: CR 11; magic device; location trigger; no reset;earthmaw (10d6 damage, DC 18 Reflex save for half damage); SearchDC 24; Disable Device DC 26
→ Leads to room #37, inhabited by 6 x Ghast and 14 x Ghoul
East Entry #2 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #2 Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located above a small stone dais and concealed behind apile of broken stone
South Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)
→ Leads to room #12
Room Features The floor is covered with ash, A ruined gauntlet lies in the east side of theroom
Room #31 West Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
West Entry #2 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)
→ Leads to room #12
Room Features A stone dais sits in the east side of the room, The floor is covered in squaretiles, alternating white and black
Monster 3 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,Blind-Fight
Room #32 East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
South Entry #1 Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC23; hard 5, 20 hp) (slides down, +1 to break DC)
Ⓢ The door is concealed behind a statue of a dread vampire, and openedby filling his chalice with blood
Ⓣ Teleporter Crystal: CR 12; magic device; touch trigger; no reset;teleport (teleported one level down, DC 16 Will save negates); SearchDC 28; Disable Device DC 24
→ Leads to room #33, inhabited by 4 x Ghast and 9 x Ghoul
South Entry #2 Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,60 hp)
Ⓣ One-way Door: CR 11; mechanical; Search DC 24; Disable Device DC24
South Entry #3 Secret (Search DC 30) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of a dread vampire, and openedby filling his chalice with blood
Room Features A large kiln and coal bin sit in the east side of the room, Someone hasscrawled a strange symbol on the south wall
Room #33 North Entry #1 Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC23; hard 5, 20 hp) (slides down, +1 to break DC)
Ⓢ The door is concealed behind a statue of a dread vampire, and openedby filling his chalice with blood
Ⓣ Teleporter Crystal: CR 12; magic device; touch trigger; no reset;
Ⓣ Teleporter Crystal: CR 12; magic device; touch trigger; no reset;teleport (teleported one level down, DC 16 Will save negates); SearchDC 28; Disable Device DC 24
→ Leads to room #32
North Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)
West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Teleporter Crystal: CR 10; magic device; touch trigger; no reset;teleport (teleported one level down, DC 16 Will save negates); SearchDC 24; Disable Device DC 28
→ Leads to room #23, inhabited by 5 x Spectre
Monster 4 x Ghast (ghoul) and 9 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently+8, Spot +8; Multiattack, Toughness
Treasure: 500 gp; Gold Framed Painting (3000 gp), Silver Cloth Gown (1200gp); hoard total 4700 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1plus 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 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently+6, Spot +7; Multiattack
Room #34 West Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;hard 5, 10 hp)
Ⓣ One-way Door: CR 9; mechanical; Search DC 22; Disable Device DC24
West Entry #2 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is located above a small stone dais and concealed behind anarea of mold
→ Leads to room #47, inhabited by 6 x Ghast and 7 x Ghoul
East Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carvedfrom stone
→ Leads to room #26, inhabited by 8 x Wraith
Empty
Room #35 East Entry #1 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
East Entry #2 Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;hard 5, 20 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repairreset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC27; Disable Device DC 18
Room Features A large kiln and coal bin sit in the east side of the room, Someone hasscrawled a diagram of a mechanical trap on the east wall
Room #36 West Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)
East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)(slides down, +1 to break DC)
Ⓣ Forcecage and Summon Monster VII Trap: CR 10; magic device;proximity trigger (alarm); automatic reset; multiple traps (oneforcecage trap and one summon monster VII trap); spell effect(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13thlevel wizard, hamatula); Search DC 32; Disable Device DC 32
South Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)
Room Features Several square holes are cut into the north and east walls, The sound offootsteps can be heard in the south side of the room
Monster 10 x Mummy
Mummy: 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 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,mummy rot; SQ Damage 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 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,Great Fortitude, Toughness
Treasure: 1700 gp; Citrine (50 gp), Tourmaline (120 gp), Violet Garnet (300gp); Arcane Scroll (Shocking Grasp (25 gp), Animal Trance (200 gp), SpiderClimb (150 gp)) (total 375 gp), Eyes of the Eagle (2500 gp), Oil ofShillelagh (50 gp); hoard total 5095 gp
Room #37 West Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ One-way Door: CR 12; mechanical; Search DC 24; Disable Device DC26
West Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Earthmaw Trap: CR 11; magic device; location trigger; no reset;earthmaw (10d6 damage, DC 18 Reflex save for half damage); SearchDC 24; Disable Device DC 26
→ Leads to room #30
West Entry #3 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is concealed within a mosaic of ancient mythology
→ Leads to room #42, inhabited by 9 x Wight
South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)
→ Leads to room #49
Room Features A sloped pit lined with iron spikes lies in the south-east corner of the room,A stack of barrels filled with rotting fruit stands against the north wall
Monster 6 x Ghast (ghoul) and 14 x Ghoul
Monster 6 x Ghast (ghoul) and 14 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently+8, Spot +8; Multiattack, Toughness
Treasure: 120 pp; Coral (100 gp); Arcane Scroll (Color Spray (25 gp),Expeditious Retreat (25 gp), Touch of Idiocy (150 gp)) (total 200 gp), Potionof Darkvision (300 gp); hoard total 1800 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1plus 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 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently+6, Spot +7; Multiattack
Room #38 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,+1 to break DC)
Ⓣ Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical;location trigger; manual reset; hidden lock bypass (Search DC 25,Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall);multiple targets (all targets within a 10 ft. by 10 ft. area); pit spikes(Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each);poison (giant wasp poison [injury, Fort DC 18, 1d6 Dex/1d6 Dex]);Search DC 20; Disable Device DC 20
East Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Electrified Lock: CR 11; magic device; touch trigger; no reset; electricshock (10d6 electricity damage, DC 14 Reflex save for half damage);Search DC 28; Disable Device DC 24
→ Leads to room #44
South Entry #1 Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)
Ⓢ The door is concealed behind a statue of a demonic sorceress, andopened by moving her hand
South Entry #2 Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20hp)
Empty
Room #39 North Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)
North Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
North Entry #3 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)
West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)
→ Leads to room #1
South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Teleporter Crystal: CR 9; magic device; touch trigger; no reset; teleport(teleported one level down, DC 16 Will save negates); Search DC 24;Disable Device DC 24
Disable Device DC 24
Room Features A chute falls into the room from above, A tile mosaic of vile acts coversthe floor
Monster 6 x Ettin Skeleton
Ettin 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/Reach10 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 1
Skills and Feats: ; Improved Initiative
Room #40 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repairreset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC27; Disable Device DC 18
→ Leads to room #28, inhabited by 7 x Ettin Skeleton
South Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manualreset; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade[injury, Fort DC 20, 1d6 Con/2d6 Con]); Search DC 24; Disable DeviceDC 19
→ Leads to room #15, inhabited by 8 x Allip
South Entry #2 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Monster 2 x Mummy
Mummy: 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 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,mummy rot; SQ Damage 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 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,Great Fortitude, Toughness
Treasure: 400 gp; Deep Green Spinel Dice (pair) (500 gp), Fine LeatherBoots (400 gp), Gold Cloth Gown (1800 gp), Tooled Leather Talisman setwith Obsidian (500 gp); hoard total 3600 gp
Room #41 North Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)
→ Leads to room #15, inhabited by 8 x Allip
North Entry #2 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 25,break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of legendary monsters
West Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp) (slides to one side, +1 to break DC)
Ⓢ The door is concealed behind a tapestry of geometric patterns
East Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Contact Poison: CR 8; mechanical; touch trigger, no reset; contactpoison (Malyass Root Paste); Search DC 26; Disable Device DC 26
East Entry #2 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp) (slides up, +2 to break DC)
Room Features A carved stone statue stands in the east side of the room, A broken hammerlies in the north-east corner of the room
Room #42 West Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is concealed within a mosaic of ancient mythology
→ Leads to room #37, inhabited by 6 x Ghast and 14 x Ghoul
East Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;hard 5, 10 hp)
Ⓣ Falling Block: CR 11; mechanical; location trigger; no reset; Atk +12melee (11d6); multiple targets (all targets in a 10 ft. square area);Search DC 26; Disable Device DC 28
→ Leads to room #57, inhabited by 4 x Mummy
East Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)
→ Leads to room #58
South Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)
→ Leads to room #49
Room Features The walls have been engraved with endless spirals, Someone has scrawled"In the Dominion of Orbs, when the Seal of Quests fails and the SilverCrown is lost, the Citadel of Swords shall be restored" in goblin runes onthe south wall
Monster 9 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,Blind-Fight
Room #43 East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)
→ Leads to room #65, inhabited by 2 x Cloud Giant Skeleton
South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;hard 5, 10 hp)
Ⓣ Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repairreset; poison gas (insanity mist [inhaled, Fort DC 15, 1d4 Wis/2d6Wis]); never miss; onset delay (1 round); multiple targets (all targets ina 10 ft. by 10 ft. room); Search DC 25; Disable Device DC 20
Room Features A narrow shaft falls into the room from above, A faded and torn tapestryhangs from the north wall
Room #44 West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Electrified Lock: CR 11; magic device; touch trigger; no reset; electricshock (10d6 electricity damage, DC 14 Reflex save for half damage);Search DC 28; Disable Device DC 24
→ Leads to room #38
East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical;location trigger; manual reset; hidden lock bypass (Search DC 25,Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall);multiple targets (all targets within a 10 ft. by 10 ft. area); pit spikes(Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each);poison (giant wasp poison [injury, Fort DC 18, 1d6 Dex/1d6 Dex]);Search DC 20; Disable Device DC 20
South Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp)
Ⓣ Destruction Trap: CR 8; magic device; touch trigger (alarm); automaticreset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for10d6 damage); Search DC 32; Disable Device DC 32
Room Features A stack of barrels filled with sand stands against the south wall, Severalpieces of rotten fruit are scattered throughout the room
Room #45 West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Contact Poison: CR 11; mechanical; touch trigger, no reset; contactpoison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 28;Disable Device DC 28
Monster 9 x Ettin Skeleton
Ettin 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/Reach10 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 1
Skills and Feats: ; Improved Initiative
Room #46 West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)
South Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #65, inhabited by 2 x Cloud Giant Skeleton
Empty
Room #47 West Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #68
East Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is located above a small stone dais and concealed behind anarea of mold
→ Leads to room #34
South Entry Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28;hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features A tile labyrinth covers the floor, A corroded chain lies in the east side ofthe room
Monster 6 x Ghast (ghoul) and 7 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently+8, Spot +8; Multiattack, Toughness
Treasure: 1100 gp; Arcane Scroll (Blindness/Deafness (150 gp), Gust ofWind (150 gp), Summon Monster II (150 gp)) (total 450 gp), Potion of CureLight Wounds (50 gp), Potion of Darkvision (300 gp); hoard total 1900 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1plus 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 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently+6, Spot +7; Multiattack
Room #48 West Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm);automatic reset; spell effect (Prismatic Spray, 13th level wizard, DC 20Reflex, Fort, or Will save, depending on effect); Search DC 32; DisableDevice DC 32
West Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is concealed within the mouth of a demonic face carved fromstone
→ Leads to room #72, inhabited by 7 x Wight
South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Destruction Trap: CR 8; magic device; touch trigger (alarm); automaticreset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for10d6 damage); Search DC 32; Disable Device DC 32
→ Leads to room #54, inhabited by 8 x Wraith
Room Features A fountain and statue of a God of Darkness sits in the east side of theroom, A sundered amulet lies in the west side of the room
Room #49 North Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)
→ Leads to room #37, inhabited by 6 x Ghast and 14 x Ghoul
North Entry #2 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10hp)
→ Leads to room #42, inhabited by 9 x Wight
West Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)(slides to one side, +1 to break DC)
Ⓣ One-way Door: CR 12; mechanical; Search DC 26; Disable Device DC24
East Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features Someone has scrawled "The Heroes of Heafield looted this place" on thenorth wall, A dulled dagger lies in the center of the room
Room #50 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)
→ Leads to room #73
South Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Earthmaw Trap: CR 12; magic device; location trigger; no reset;earthmaw (10d6 damage, DC 16 Reflex save for half damage); SearchDC 28; Disable Device DC 26
→ Leads to room #20
South Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)
Room Features A splashing noise can be heard in the north side of the room, A pile ofrotten apples lies in the south side of the room
Monster 7 x Shadow
Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; SpdFly 40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11; Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch);Full Atk +3 melee (1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SACreate spawn, strength damage; SQ Darkvision 60 ft., incorporeal traits, +2turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge
Room #51 South Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets(all targets within a 10 ft. by 10 ft. area); Search DC 25; DisableDevice DC 25
South Entry #2 Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15hp) (slides down, +1 to break DC)
Ⓢ The door is concealed behind a statue of a noble king, and opened bystabbing a sword into his back
Room Features A rope ascends to a wooden platform in the north-east corner of the room, Apile of rotten bread lies in the east side of the room
Monster 7 x Ghast (ghoul) and 10 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently+8, Spot +8; Multiattack, Toughness
Treasure: 7000 sp; Amber (90 gp), Coral (90 gp), Red Garnet (130 gp), RoseQuartz (60 gp); Bag of Holding (III) (7400 gp), Heavy Mace (Small) (+1weapon, Frost) (8312 gp), Wand of Bull's Strength (27 of 50 charges) (2430gp); hoard total 19212 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws);
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 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently+6, Spot +7; Multiattack
Hidden Treasure Trapped and Locked Strong Wooden Chest (Open Lock DC 25, break DC25; hard 5, 20 hp)
Forcecage and Summon Monster VII Trap: CR 10; magic device; proximitytrigger (alarm); automatic reset; multiple traps (one forcecage trap and onesummon monster VII trap); spell effect (Forcecage, 13th level wizard); spelleffect (Summon Monster VII, 13th level wizard, hamatula); Search DC 32;Disable Device DC 32
150 pp; Black Pearl (200 gp), Black Pearl (500 gp), Coral (120 gp), VioletGarnet (400 gp); hoard total 2720 gp
Room #52 North Entry #1 Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Contact Poison: CR 11; mechanical; touch trigger, no reset; contactpoison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 24;Disable Device DC 24
North Entry #2 Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)
Ⓢ A bookcase and concealed door pivots smoothly
East Entry #1 Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)
Ⓢ The door is concealed within a mosaic of arcane patterns
East Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #16, inhabited by 12 x Ogre Zombie
South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)
→ Leads to room #73
Monster 6 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently+8, Spot +8; Multiattack, Toughness
Treasure: 800 gp; Iolite (50 gp), Red Spinel (120 gp), Rhodochrosite (11 gp),Rhodochrosite (12 gp); Horn of Fog (2000 gp) (design provides clue tofunction), Pearl of Power (2nd level) (4000 gp), Potion of Aid (300 gp);hoard total 7293 gp
Room #53 North Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Acid Spray: CR 11; magic device; proximity trigger (alarm); no reset;acid spray (12d6 acid damage, DC 16 Reflex save for half damage);Search DC 28; Disable Device DC 28
→ Leads to room #72, inhabited by 7 x Wight
South Entry #1 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
South Entry #2 Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp) (slides up, +2 to break DC)
hp) (slides up, +2 to break DC)
Ⓢ The door is concealed behind a pile of skulls
Empty
Room #54 North Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Destruction Trap: CR 8; magic device; touch trigger (alarm); automaticreset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for10d6 damage); Search DC 32; Disable Device DC 32
→ Leads to room #48
North Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)
Monster 8 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; SpdFly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitutiondrain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitutiondrain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporealtraits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills 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 #55 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Teleporter Crystal: CR 11; magic device; touch trigger; no reset;teleport (teleported one level down, DC 18 Will save negates); SearchDC 24; Disable Device DC 28
South Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15hp)
Room Features The floor is covered with ash, Several bent copper coins are scatteredthroughout the room
Room #56 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;hard 5, 10 hp)
Ⓣ Electrified Lock: CR 9; magic device; touch trigger; no reset; electricshock (7d6 electricity damage, DC 14 Reflex save for half damage);Search DC 24; Disable Device DC 22
East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)
→ Leads to room #15, inhabited by 8 x Allip
South Entry Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,60 hp)
Ⓣ Guillotine Blade: CR 11; mechanical; location trigger; manual reset;Atk +12 melee (10d6/19-20); Search DC 26; Disable Device DC 24
→ Leads to room #26, inhabited by 8 x Wraith
Room Features A tapestry of ghoulish carnage hangs from the west wall, A rusted swordlies in the north side of the room
Room #57 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)
hp)
West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;hard 5, 10 hp)
Ⓣ Falling Block: CR 11; mechanical; location trigger; no reset; Atk +12melee (11d6); multiple targets (all targets in a 10 ft. square area);Search DC 26; Disable Device DC 28
→ Leads to room #42, inhabited by 9 x Wight
East Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)
Ⓣ Contact Poison: CR 9; mechanical; touch trigger, no reset; contactpoison (Malyass Root Paste); Search DC 26; Disable Device DC 26
East Entry #2 Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)
Room Features A foul odor fills the east side of the room, A pair of boots lies in the north-west corner of the room
Monster 4 x Mummy
Mummy: 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 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,mummy rot; SQ Damage 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 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,Great Fortitude, Toughness
Treasure: 1600 gp; Arcane Scroll (Blink (375 gp)) (total 375 gp), Horn ofGoodness/Evil (6500 gp) (inscription provides clue to function); hoard total8475 gp
Room #58 West Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)
→ Leads to room #42, inhabited by 9 x Wight
East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down,+1 to break DC)
Ⓣ Falling Block: CR 10; mechanical; location trigger; no reset; Atk +14melee (10d6); multiple targets (all targets in a 10 ft. square area);Search DC 26; Disable Device DC 26
Empty
Room #59 West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Teleporter Crystal: CR 9; magic device; touch trigger; no reset; teleport(teleported one level down, DC 12 Will save negates); Search DC 24;Disable Device DC 24
→ Leads to room #60
South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Magic Missle Trap: CR 11; magic device; proximity trigger (alarm); noreset; magic missile (8d6 force damage); never miss; Search DC 26;Disable Device DC 26
Monster 5 x Gray Render Zombie
Gray render zombie: CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd30 ft. (6 squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8,flat-footed 16; Base Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16melee (1d8+10, slam); Full Atk +16 melee (2d6+7, bite) or +16 melee(1d8+10, slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only,
(1d8+10, slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only,damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SVFort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #60 West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger; automaticreset; no attack roll required (18d6, crush); Search DC 20; DisableDevice DC 25
→ Leads to room #4
East Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Teleporter Crystal: CR 9; magic device; touch trigger; no reset; teleport(teleported one level down, DC 12 Will save negates); Search DC 24;Disable Device DC 24
→ Leads to room #59, inhabited by 5 x Gray Render Zombie
Room Features Skeletons hang from chains and manacles against the east wall, A pile oftorches lies in the north-west corner of the room
Room #61 East Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)
South Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
→ Leads to room #3, inhabited by 7 x Wraith
Empty
Room #62 West 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 terrified maiden, andopened by breaking her neck
East Entry #1 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)(slides down, +1 to break DC)
Ⓣ Falling Block: CR 11; mechanical; location trigger; no reset; Atk +12melee (10d6); multiple targets (all targets in a 10 ft. square area);Search DC 24; Disable Device DC 26
East Entry #2 Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp) (magically reinforced, +10 to break DC)
Ⓢ The door is concealed within an upright sarcophagus
South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Wail of the Banshee Trap: CR 10; magic device; proximity trigger(alarm); automatic reset; spell effect (Wail of the Banshee, 17th levelwizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);Search DC 34; Disable Device DC 34
→ Leads to room #27, inhabited by 10 x Wight
Monster 6 x Ghast (ghoul) and 9 x Ghoul
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently+8, Spot +8; Multiattack, Toughness
+8, Spot +8; Multiattack, Toughness
Treasure: 1100 gp; Alexandrite (800 gp), Freshwater Pearl (10 gp); hoardtotal 1910 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1;Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1plus 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 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently+6, Spot +7; Multiattack
Room #63 West Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,60 hp)
Ⓣ Thunderstone Mine: CR 11; magic device; location trigger; no reset;thunder blast (11d6 sonic damage, DC 16 Fort save for half damage);multiple targets (all targets in a 10 ft. radius burst); Search DC 26;Disable Device DC 26
East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)
→ Leads to room #12
South Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)
Monster 9 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; SpdFly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitutiondrain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitutiondrain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporealtraits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills 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
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25,break DC 15; hard 5, 10 hp)
1700 gp; Hematite (9 gp), Malachite (14 gp), Rose Quartz (50 gp), Sardonyx(60 gp); Divine Scroll (Jump (25 gp), Snare (150 gp)) (total 175 gp); hoardtotal 2008 gp
Room #64 West Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)
West Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Arrow Trap: CR 11; mechanical; location trigger; manual reset; Atk +12ranged (11d6/x3); Search DC 26; Disable Device DC 26
→ Leads to room #69
Monster 7 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently+8, Spot +8; Multiattack, Toughness
Treasure: 110 pp; hoard total 1100 gp
Room #65 North Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Teleporter Crystal: CR 11; magic device; touch trigger; no reset;teleport (teleported one level down, DC 18 Will save negates); SearchDC 28; Disable Device DC 26
North Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is concealed within an upright sarcophagus
→ Leads to room #46
West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)
→ Leads to room #43
South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,60 hp)
Ⓣ Electrified Lock: CR 9; magic device; touch trigger; no reset; electricshock (9d6 electricity damage, DC 16 Reflex save for half damage);Search DC 22; Disable Device DC 26
Room Features Someone has scrawled "They ate Nine" on the west wall, The floor iscovered with slime
Monster 2 x Cloud Giant Skeleton
Cloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd50 ft. (10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed11; 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 /+13melee (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 Damagereduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversizeweapon, undead traits; AL NE; SV Fort +5, Ref +7, Will +10; Str 35, Dex 15,Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #66 East Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)
→ Leads to room #13
South Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #5, inhabited by 12 x Allip
Room Features An overwhelming stench fills the west side of the room, A rusted gauntletlies in the north-east corner of the room
Room #67 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;hard 5, 10 hp)
Ⓣ Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manualreset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first targetin each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4spikes per target for 1d4+5 plus poison each); poison (purple wormpoison [injury, Fort DC 24, 1d6 Str/2d6 Str]); Search DC 16; DisableDevice DC 25
Monster 8 x Mummy
Monster 8 x Mummy
Mummy: 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 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,mummy rot; SQ Damage 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 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,Great Fortitude, Toughness
Treasure: 1800 gp; Gilded Wooden Pedestal inlaid with Orichalcum (5000gp), Rosewood Statuette (of a Goddess of Ice) (700 gp), Small Tapestrythreaded with Fine Steel (1500 gp); hoard total 9000 gp
Room #68 West Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry #1 Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
→ Leads to room #47, inhabited by 6 x Ghast and 7 x Ghoul
East Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South Entry #1 Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2to break DC)
Ⓣ Thunderstone Mine: CR 11; magic device; location trigger; no reset;thunder blast (10d6 sonic damage, DC 16 Fort save for half damage);multiple targets (all targets in a 10 ft. radius burst); Search DC 28;Disable Device DC 28
→ Leads to room #71
Empty
Room #69 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Falling Block: CR 12; mechanical; location trigger; no reset; Atk +16melee (10d6); multiple targets (all targets in a 10 ft. square area);Search DC 28; Disable Device DC 28
West Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
West Entry #2 Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
→ Leads to room #18
West Entry #3 Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp)
West Entry #4 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Thunderstone Mine: CR 11; magic device; location trigger; no reset;thunder blast (12d6 sonic damage, DC 18 Fort save for half damage);multiple targets (all targets in a 10 ft. radius burst); Search DC 28;Disable Device DC 26
East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Arrow Trap: CR 11; mechanical; location trigger; manual reset; Atk +12ranged (11d6/x3); Search DC 26; Disable Device DC 26
→ Leads to room #64, inhabited by 7 x Ghast
→ Leads to room #64, inhabited by 7 x Ghast
Empty
Room #70 West Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 25,break DC 18; hard 5, 15 hp)
Ⓢ The door is located near the ceiling and concealed behind a tapestryof geometric patterns
→ Leads to room #71
South Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Power Word Stun Trap: CR 8; magic device; touch trigger; no reset;spell effect (Power Word Stun, 13th level wizard); Search DC 32;Disable Device DC 32
Monster 8 x Ettin Skeleton
Ettin 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/Reach10 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 1
Skills and Feats: ; Improved Initiative
Room #71 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2to break DC)
Ⓣ Thunderstone Mine: CR 11; magic device; location trigger; no reset;thunder blast (10d6 sonic damage, DC 16 Fort save for half damage);multiple targets (all targets in a 10 ft. radius burst); Search DC 28;Disable Device DC 28
→ Leads to room #68
East Entry Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 25,break DC 18; hard 5, 15 hp)
Ⓢ The door is located near the ceiling and concealed behind a tapestryof geometric patterns
→ Leads to room #70, inhabited by 8 x Ettin Skeleton
South Entry Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,60 hp)
Ⓣ Forcecage and Summon Monster VII Trap: CR 10; magic device;proximity trigger (alarm); automatic reset; multiple traps (oneforcecage trap and one summon monster VII trap); spell effect(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13thlevel wizard, hamatula); Search DC 32; Disable Device DC 32
Empty
Room #72 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (magicallyreinforced, +10 to break DC)
Ⓣ Guillotine Blade: CR 11; mechanical; location trigger; manual reset;Atk +14 melee (10d6/19-20); Search DC 26; Disable Device DC 24
East Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)
Ⓢ The door is concealed within the mouth of a demonic face carved fromstone
→ Leads to room #48
South Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Acid Spray: CR 11; magic device; proximity trigger (alarm); no reset;acid spray (12d6 acid damage, DC 16 Reflex save for half damage);Search DC 28; Disable Device DC 28
→ Leads to room #53
South Entry #2 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Room Features A tile labyrinth covers the floor, An unexplained breeze can be felt in thesouth-east corner of the room
Monster 7 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,Blind-Fight
Room #73 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp)
→ Leads to room #52, inhabited by 6 x Ghast
West Entry Secret (Search DC 25) Unlocked Strong Wooden Door (hard 5, 20 hp)(slides up, +2 to break DC)
Ⓢ The door is concealed within an upright sarcophagus
East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)
→ Leads to room #50, inhabited by 7 x Shadow
South Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Wail of the Banshee Trap: CR 10; magic device; proximity trigger(alarm); automatic reset; spell effect (Wail of the Banshee, 17th levelwizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);Search DC 34; Disable Device DC 34
Empty
Room #74 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Ice Dart Trap: CR 12; magic device; proximity trigger (alarm); no reset;Atk +12 ranged (12d6 cold); Search DC 24; Disable Device DC 26
→ Leads to room #5, inhabited by 12 x Allip
South Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to breakDC)
Ⓣ Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repairreset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC27; Disable Device DC 18
→ Leads to room #11, inhabited by 8 x Ogre Zombie
Room Features The south and west walls have been engraved with incoherent labyrinths, Asimple fireplace sits against the west wall
The Lost Vault of the Ilythri http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License
Some content used under the terms of the Open Gaming License