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The Black Halls of Moilliere

Level 10

General

Wandering
Monsters

Room #1

Dungeon Walls

Hewn Stone (Climb DC 25)

Dungeon Floor

Natural Stone (move at half speed, can't charge or run, +5 to Balance and Tumble
DC)

Temperature

Average

Illumination

Dark (individual creatures may carry lights)

3 x Ghast (ghoul) and 12 x Ghoul, trying to lure the party into an ambush

7 x Mummy, bloodied and fleeing a more powerful enemy

11 x Shadow, lost and desperate

5 x Spectre, consumed by disease and madness

8 x Wraith, scouting from another part of the dungeon

7 x Troll Skeleton, scouting from another part of the dungeon

West Entry #1

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

West Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry
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

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #1

Archway

East Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry
Room Features

Room #4

East Entry

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


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

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

South Entry #1

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

South Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Empty

Room #5

North Entry
West Entry

Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)

East Entry #1

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;
DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in
each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target
for 1d4+2 each); Search DC 18; Disable Device DC 25.

East Entry #2

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

South Entry

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

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

East Entry

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

South Entry
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

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

North Entry #2

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

South Entry
Empty

Room #8

Archway

Room #8

North Entry

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

South Entry #1

Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry #2

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

Monster

10 x 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

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


Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic);
automatic reset; spell effect (Flame Strike, 9th level cleric, 9d6 fire, DC 17 Reflex
save half damage); Search DC 30; Disable Device DC 30.

North Entry #2

Secret (Search DC 20) Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Collapsing Archway: CR 4; mechanical; touch trigger (attached); no reset; Atk +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

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

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

Unlocked Strong Wooden Door (hard 5, 20 hp)

East Entry #2

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

Room Features

Room #11

Unlocked Iron Door (hard 10, 60 hp)

North Entry

A stone stair ascends towards the east wall, A faded and torn tapestry hangs from
the north wall

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

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to break DC)

South Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #2

Unlocked Good Wooden Door (hard 5, 15 hp)

Monster

9 x 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

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2

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

South Entry
Room Features

Room #15

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

East Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


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

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

South Entry #1

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

South Entry #2

Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
(slides up, +2 to break DC)

Empty

Room #16

North Entry
Room Features

Room #17

West Entry
South Entry
Room Features
Monster

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


A stone stair ascends towards the east wall, A charred book lies in the south-west
corner of the room

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

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

North Entry #2

Archway

East Entry #1

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

East Entry #2

Archway

South Entry

Archway

Monster

2 x 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

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #2

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

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

Unlocked Simple Wooden Door (hard 5, 10 hp)


Numerous pillars line the south wall, A toppled statue lies in the south side of the
room

Unlocked Stone Door (hard 8, 60 hp)


Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)
A stone ramp ascends towards the east wall, An unexplained breeze can be felt in
the east side of the room
11 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares);
AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +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: Potion of Hide from Undead (50 gp); hoard total 50 gp

Room #21

West Entry #1

Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (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

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lock bypass
(Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (Large
monstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con);
Search DC 19; Disable Device DC 15.

South Entry #2

Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC 20, break 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

3 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 #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

Unlocked Good Wooden Door (hard 5, 15 hp)

North Entry #2

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

West Entry
South Entry
Room Features
Trap

Hidden Treasure

Unlocked Strong Wooden Door (hard 5, 20 hp)


Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
A tile mosaic of a legendary battle covers the floor, Several headless statues are
scattered throughout the room
Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automatic reset;
Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level wizard, 2d4 acid/round for
2 rounds); Search DC 27; Disable Device DC 27.
Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28; hard

Hidden Treasure

Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 25, break DC 28; hard
10, 60 hp)
12000 sp; hoard total 1200 gp

Room #24

Room #25

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry

Archway

Room Features

An iron chain hangs from the ceiling in the east side of the room, Several 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

Unlocked Iron Door (hard 10, 60 hp)


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

Room #26

North Entry

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

East Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp) (slides to one side, +1 to break DC)

East Entry #2

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

South Entry
Room Features
Monster

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


A circle of tall stones stands in the north side of the room, The floor is covered
with ash
4 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 #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

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


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

South Entry #2

Secret (Search DC 20) Trapped and Stuck Simple Wooden Door (break DC 13; 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

Trapped and Unlocked Stone Door (hard 8, 60 hp)


Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lock bypass
(Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (Large
monstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con);
Search DC 19; Disable Device DC 15.

North Entry #2

Unlocked Iron Door (hard 10, 60 hp)

Empty

Room #30

East Entry
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

Unlocked Good Wooden Door (hard 5, 15 hp)

West Entry #1

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

West Entry #2

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

Hidden Treasure

Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 25, break DC 28; hard
10, 60 hp)
190 pp; hoard total 1900 gp

Room #32

North Entry

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

West Entry

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

East Entry

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

South Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #33

South Entry

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

Empty

Room #34

North Entry
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

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

West Entry #1

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

West Entry #2

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

South Entry

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

North Entry #2

Archway

West Entry #1

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

West Entry #2

Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
(slides up, +2 to break DC)

Empty

Empty

Room #37

North Entry #1

Archway

North Entry #2

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

East Entry
Monster

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


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: 10000 sp; Buckler (Medium) (+1 shield) (1165 gp), Divine Scroll
(Comprehend Languages (25 gp), Shield Other (150 gp)) (total 175 gp), Potion of
Cure Light Wounds (50 gp), Potion of Remove Fear (50 gp); hoard total 2440 gp

Room #38

North Entry
East Entry
South Entry
Monster

Unlocked Simple Wooden Door (hard 5, 10 hp)


Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Unlocked Simple Wooden Door (hard 5, 10 hp)
7 x Ghast (ghoul) and 10 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: 600 gp; Feathered bound Book (blank) (110 gp), Small Bag of Rare
Spices (300 gp), Small Tapestry (1100 gp); Arcane Scroll (Greater Invisibility (700
gp), Ice Storm (700 gp), Baleful Polymorph (1125 gp), Cone of Cold (1125 gp))
(total 3650 gp); hoard total 5760 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 #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

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

South Entry #2

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

Room Features

Numerous pillars line the south wall, Several sundered shields are scattered
throughout the room

Monster

3 x Young Adult Red Dragon Skeleton


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

Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, 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

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

West Entry #1

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

West Entry #2

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

East Entry
Room Features
Monster

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


Lit candles are scattered across the floor, A clicking noise fills the room
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 #42

West Entry

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

South Entry #1

Archway

South Entry #2

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


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

save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of 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

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

East Entry

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

South Entry
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

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

South Entry

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

Empty

Room #46

West Entry #1

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

West Entry #2

Archway

West Entry #2
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

Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden


lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19-20 plus
poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three preselected 5 ft. squares);
Search DC 20; Disable Device DC 20.

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

South Entry #1

Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 to break
DC)
Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger
(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6
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

6 x Ghast (ghoul) and 10 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: 700 gp; Blue Quartz (10 gp), Deep Blue Spinel (400 gp), Lapis Lazuli (12
gp), Rose Quartz (30 gp); hoard total 1152 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

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 #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

Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual


reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13
Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a
10 ft. by 10 ft. area); Search DC 25; Disable Device DC 25.

Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)


Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset;
DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in
each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target
for 1d4+2 each); Search DC 18; Disable Device DC 25.
Archway

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

North Entry #2

Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 to break
DC)
Doorknob smeared with Contact Poison: CR 5; mechanical; touch trigger
(attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6
Con); Search DC 25; Disable Device DC 19.

East Entry

Room #53

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

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry #1

Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5,
20 hp)
Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; 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

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

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

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

East Entry

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

South Entry
Room Features

Room #55

Unlocked Simple Wooden Door (hard 5, 10 hp)


A stair ascends to a catwalk hanging between the north and south walls, An acrid
odor fills the room

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

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


6 x Ghast (ghoul) and 12 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: 11000 sp; hoard total 1100 gp

Treasure: 11000 sp; hoard total 1100 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 #57

West Entry

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

East Entry

Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)

Monster

8 x Ghast (ghoul) and 11 x 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: 1100 gp; Azurite (8 gp), Banded Agate (12 gp), Blue Quartz (10 gp), Eye
Agate (10 gp), Silver Pearl (110 gp), Turquoise (11 gp); Potion of Bull's Strength
(300 gp), Potion of Cure Moderate Wounds (300 gp), Potion of Hide from Animals
(50 gp); hoard total 1911 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

Trap

Hidden Treasure

Water-Filled Room: CR 7; mechanical; location trigger; manual reset; multiple


targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3 rounds);
water; Search DC 20; Disable Device DC 25.
Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 30, break DC
25; hard 5, 20 hp)
15000 sp; Arcane Scroll (Animate Rope (25 gp), Cause Fear (25 gp)) (total 50 gp),
Arcane Scroll (Cat's Grace (150 gp), Locate Object (150 gp), Obscure Object (150
gp)) (total 450 gp), Divine Scroll (Deathwatch (25 gp), Gust of Wind (150 gp))
(total 175 gp); hoard total 2175 gp

Room #58

North Entry

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

West Entry

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

South Entry
Room Features

Unlocked Iron Door (hard 10, 60 hp)


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

Random Dungeon Generator by drow


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

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