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Level 10
General
Wandering
Monsters
Room #1
Dungeon Walls
Dungeon Floor
Natural Stone (move at half speed, can't charge or run, +5 to Balance and Tumble
DC)
Temperature
Average
Illumination
3 x Ghast (ghoul) and 12 x Ghoul, trying to lure the party into an ambush
West Entry #1
West Entry #2
East Entry
Room Features
Monster
Archway
A tapestry of ghoulish carnage hangs from the east wall, The ceiling is covered
with cobwebs
4 x Ogre Zombie
Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8
squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; 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 reduction 5/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 #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 +15
melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.
West Entry #2
Room Features
Monster
Burning torches in iron sconces line the south wall, The floor is covered with
rotting straw
6 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 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 Constitution drain, incorporeal
touch); 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, 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, BlindFight, Combat Reflexes, Improved Initiative
Room #3
North Entry
East Entry #1
Archway
East Entry #2
South Entry
Room Features
Room #4
East Entry
South Entry #1
South Entry #2
Empty
Room #5
North Entry
West Entry
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East Entry #1
East Entry #2
South Entry
Room Features
Room #6
Archway
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 level
druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable Device
DC 27.
A stone statue stands in the south-east corner of the room, A corroded mace lies in
the south-west corner of the room
West Entry
East Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
South Entry
Room Features
Monster
Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 to break DC)
A narrow pit covered by iron bars lies in the north-east corner of the room, A foul
odor fills the room
6 x Wyvern Zombie
Wyvern zombie: CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4
squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flatfooted 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 reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str
21, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #7
North Entry #1
North Entry #2
South Entry
Empty
Room #8
Archway
Room #8
North Entry
South Entry #1
Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry #2
Monster
10 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); 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: 2100 gp; Blue Quartz (6 gp), Chrysoprase (40 gp), Deep Blue Spinel (200
gp), Fire Opal (1000 gp), Jade (120 gp), Moss Agate (10 gp), 2 x Red Spinel (120
gp), Smoky Quartz (60 gp), White Pearl (80 gp); hoard total 3856 gp
Room #9
North Entry #1
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 +15
melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.
West Entry
East Entry #1
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)
East Entry #2
Room Features
Room #10
A tile labyrinth covers the floor, A pile of broken arrows lies in the north-west
corner of the room
East Entry #1
East Entry #2
Room Features
Room #11
North Entry
A stone stair ascends towards the east wall, A faded and torn tapestry hangs from
the north wall
West Entry #1
West Entry #2
Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to break DC)
South Entry #1
South Entry #2
Monster
9 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); 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: 2200 gp; Arcane Scroll (Message (12 gp 5 sp), Protection from
Treasure: 2200 gp; Arcane Scroll (Message (12 gp 5 sp), Protection from
Chaos/Evil/Good/Law (25 gp)) (total 37 gp 5 sp), Arcane Scroll (Hold Portal (25
gp), Hypnotism (25 gp), Shield (25 gp)) (total 75 gp), Divine Scroll (Summon
Nature's Ally II (150 gp)) (total 150 gp); hoard total 2462 gp 5 sp
Room #12
North Entry
Archway
South Entry
Room Features
Room #13
North Entry
West Entry
Room #14
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
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 mythology
hangs from the west wall
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); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.
East Entry #1
East Entry #2
South Entry
Room Features
Room #15
A stone dais lies in the south-west corner of the room, A rotting odor fills the room
East Entry
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
South Entry #1
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
Room Features
Room #17
West Entry
South Entry
Room Features
Monster
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break
DC)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A rope ascends to a balcony hanging from the east wall, A fountain of water sits
against the south wall
8 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); 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
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: 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 (50
gp)) (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
North Entry #2
Archway
East Entry #1
East Entry #2
Archway
South Entry
Archway
Monster
2 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-footed
13; 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./5
ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, sunlight powerlessness, 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 #19
West Entry
East Entry #1
East Entry #2
South Entry
Room Features
Room #20
Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15 hp)
North Entry
West Entry
Room Features
Monster
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 (Sepia
Snake 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; Disable
Device DC 28.
West Entry #2
East Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
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 (2
rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1
Cha drain); Search DC 20; Disable Device DC 16.
South Entry #1
South Entry #2
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)
Room Features
A narrow shaft descends from the room into a natural cavern below, An altar of evil
sits in the north side of the room
Monster
Room #22
North Entry
West Entry
South Entry
Room Features
Monster
Archway
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Lit candles are scattered across the floor, A cold spot can be felt in the south-east
corner of the room
2 x Cloud Giant Skeleton
Cloud 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; SV
Fort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #23
North Entry #1
North Entry #2
West Entry
South Entry
Room Features
Trap
Hidden Treasure
Hidden Treasure
Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28; hard
10, 60 hp)
12000 sp; hoard total 1200 gp
Room #24
Room #25
North Entry
South Entry
Archway
Room Features
An iron chain hangs from the ceiling in the east side of the room, Several empty
bottles are scattered throughout the room
North Entry #1
Archway
North Entry #2
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry
South Entry
Room Features
Monster
Room #26
North Entry
East Entry #1
Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to break DC)
East Entry #2
South Entry
Room Features
Monster
Room #27
North Entry
Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break DC
25; hard 5, 20 hp)
South Entry #1
Archway
South 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 #28
Room Features
A faded and torn tapestry hangs from the west wall, A rustling noise can be heard
in the east side of the room
North Entry #1
Archway
North 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
South Entry #2
Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break DC 13; hard
5, 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
North Entry #2
Empty
Room #30
East Entry
South Entry
Room Features
Monster
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
Archway
A stone stair ascends towards the west wall, A mouldy odor fills the south-east
corner of the room
6 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); 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: 1500 gp; Coral (140 gp), Fiery Yellow Corundum (1000 gp), Golden
Yellow Topaz (400 gp), Peridot (50 gp), Peridot (80 gp), Zircon (80 gp); hoard
total 3250 gp
Room #31
North Entry
West Entry #1
West Entry #2
Hidden Treasure
Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 25, break DC 28; hard
10, 60 hp)
190 pp; hoard total 1900 gp
Room #32
North Entry
West Entry
East Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry
Empty
Room #33
South Entry
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Empty
Room #34
North Entry
West Entry
South Entry
Monster
Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
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 +5
melee (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 Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, 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: 20000 cp; hoard total 200 gp
Room #35
North Entry
West Entry #1
West Entry #2
South Entry
Room Features
Monster
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18
ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10 ft. by 10 ft.
area); Search DC 19; Disable Device DC 25.
Various torture devices are scattered throughout the room, Several pieces of bloodsoaked clothing are scattered throughout the room
12 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); 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, BlindFight
Room #36
North Entry #1
North Entry #2
Archway
West Entry #1
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
Archway
North Entry #2
East Entry
Monster
Room #38
North Entry
East Entry
South Entry
Monster
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 (Sepia
Snake Sigil, 5th level wizard, DC 14 Reflex save negates); Search DC 28; Disable
Device DC 28.
South Entry #1
South Entry #2
Room Features
Numerous pillars line the south wall, Several sundered shields are scattered
throughout the room
Monster
Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flatfooted 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17
melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2
wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ
Damage 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 -, Wis
10, Cha 1
Skills and Feats: ; Improved Initiative
Room #40
East Entry
South Entry
Room Features
Monster
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
A stair ascends to a catwalk hanging between the north and south walls, Torch
sconces line the south and west walls
8 x Ghast (ghoul) and 7 x 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 +5
melee (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 Ghoul
fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL
CE; SV Fort +1, Ref +4, Will +6; Str 17, 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; hoard total 1200 gp
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); 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+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 12
Skills 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
West Entry #1
West Entry #2
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East Entry
Room Features
Monster
Room #42
West Entry
South Entry #1
Archway
South Entry #2
save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4
each); Search DC 21; Disable Device DC 20.
Empty
Room #43
West Entry
East Entry
South Entry
Monster
Archway
2 x Cloud Giant Skeleton
Cloud 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; SV
Fort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills 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); automatic
reset; spell effect (Bestow Curse, 5th level cleric, DC 14 Will save negates); Search
DC 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 save
avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20.
East Entry
South Entry
Monster
Archway
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
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-footed
13; 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./5
ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn
resistance, sunlight powerlessness, 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 #45
North Entry
West Entry
Archway
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #1
Archway
East Entry #2
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
West Entry #2
Archway
West Entry #2
South Entry
Room Features
Room #47
North Entry
West Entry
South Entry
Room Features
Monster
Archway
Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)
Lit candles are scattered across the floor, A foul odor fills the room
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 level
druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable Device
DC 27.
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
A sloped pit lined with iron spikes lies in the south-west corner of the room, A
large kiln and coal bin sit in the east side of the room
2 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 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 Constitution drain, incorporeal
touch); 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, 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, BlindFight, Combat Reflexes, Improved Initiative
Trap
Room #48
North Entry
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, 0/3d6
Con); 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
Room #49
East Entry
Room Features
Monster
Archway
A narrow shaft falls into the room from above, Rusting iron spikes line the south
wall
12 x Ogre Zombie
Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8
squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; 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 reduction 5/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 #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
Trap
Room #51
West Entry
South Entry
Room #52
Room Features
Several headless statues are scattered throughout the room, A pile of barrel staves
lies in the south-west corner of the room
North Entry #1
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, 0/3d6
Con); Search DC 25; Disable Device DC 19.
East Entry
Room #53
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; DC
20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4
spikes 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 of
ozone fills the room
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) (slides
up, +2 to break DC)
West Entry
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 to break
DC)
East Entry
South Entry
Monster
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); automatic
reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, DC 14
Reflex save half damage); Search DC 28; Disable Device DC 28.
4 x Greater Shadow
Greater 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, flatfooted 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, Wis
12, Cha 14
Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge,
Mobility, Spring Attack
Room #54
North Entry
East Entry
South Entry
Room Features
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 +15
melee (6d6, stone blocks); Search DC 20; Disable Device DC 24.
Room Features
A tile labyrinth covers the floor, Several torches are scattered throughout the room
Monster
14 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); 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, BlindFight
Room #56
East Entry
Monster
Room #57
West Entry
East Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
Monster
Trap
Hidden Treasure
Room #58
North Entry
West Entry
South Entry
Room Features