The Chambers of Eldritch Doom 10
The Chambers of Eldritch Doom 10
The Chambers of Eldritch Doom 10
Level 10
General
Dungeon Walls
Dungeon Floor
Temperature
Illumination
Corridors
Wandering
Monsters
Room #1
North Entry #1
Secret (Search DC 30) Trapped and Stuck Bone Door (break DC 23; hard 5,
20 hp)
The door is located above a small stone dais and concealed behind a
tapestry of legendary monsters
Room Features
Room #2
West Entry
A forge and anvil sit in the south-east corner of the room, Someone has
scrawled "Lightning comes before thunder" on the south wall
Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Leads to room #62, inhabited by 2 x Nabasu
Empty
Room #3
East Entry
Room Features
Monster
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
The floor is covered in square tiles, alternating white and black, Several
pieces of broken glass are scattered throughout the room
3 x Half-Fiend Minotaur
Half-Fiend Minotaur: CR 6, XP 2400; CE Large Outsider (native); Init +2;
Senses darkvision 60 ft.; Perception +14; AC 17, touch 11, flat-footed 15
(+2 Dex, +6 natural, -1 size); hp 57 (6d10+24); Fort +8, Ref +7, Will +6; DA
natural cunning*; DR 5/magic; Immune poison; Resist acid 10, cold 10,
electricity 10, fire 10; SR 17; Speed 30 ft., fly 60 ft. (average); Melee
greataxe +11/+6 (3d6+9/x3), bite +6 (1d8+3), gore +6 (1d6+3); Space 10 ft.;
Reach 10 ft.; SA smite good 1/day, powerful charge (gore +13, 2d6+9),
spell-like abilities CL 6th; Str 23, Dex 14, Con 19, Int 9, Wis 12, Cha 10;
Base Atk +6, CMB +13, CMD 25
Skills and Feats: Fly +0, Intimidate +9, Knowl. (religion) +5, Percep. +14,
Stealth +7, Survival +14; Great Fortitude, Improved Bull Rush, Power Attack
Room #4
West Entry
Secret (Search DC 20) Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp) (slides down, +1 to break DC)
The door is located near the ceiling and concealed behind a tapestry
of an air god
East Entry #1
Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)
A bookcase and concealed door pivots smoothly
East Entry #2
Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)
The door is concealed within the mouth of a demonic face carved from
stone
Leads to room #21, inhabited by 5 x Shadow Demon
South Entry
Secret (Search DC 30) Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
The door is concealed by an illusion
Room Features
Monster
A sloped pit lined with iron spikes lies in the west side of the room,
Someone has scrawled "Lightning comes before thunder" in orcish runes on
the south wall
4 x Drider
Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses darkvision 120
ft., detect good, detect law, detect magic; Perception +15; AC 20, touch
12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, -1 size); hp 76 (9d8+36);
Fort +7, Ref +5, Will +9; Immune sleep; SR 18; Speed 30 ft., climb 20 ft.;
Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison); Ranged
mwk composite longbow +8/+3 (1d8+2/x3); Space 10 ft.; Reach 5 ft.; SA
web (+7 ranged, DC 18, hp 9), spell-like abilities CL 9th; Spells CL 6th; Str
15, Dex 15, Con 18, Int 15, Wis 16, Cha 16; Base Atk +6, CMB +9, CMD 21
(33 vs. trip); SQ undersized weapons
Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,
Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge, Combat
Casting, Weapon Focus (bite, mace)
Treasure: 650 pp, 4135 gp, 467 sp, 2470 cp; Aquamarine (400 gp), Azurite
(9 gp), Azurite (10 gp), Black Pearl (600 gp), Bloodstone (45 gp),
Chrysoberyl (80 gp), Chrysoprase (40 gp), Chrysoprase (50 gp), Deep Blue
Spinel (120 gp), Freshwater Pearl (7 gp), Lapis Lazuli (9 gp), Lapis Lazuli
(10 gp), Milky Quartz (45 gp), Onyx (40 gp), Rose Quartz (55 gp), Saltwater
Pearl (120 gp), Shell (7 gp), Smoky Quartz (35 gp), Tigereye (9 gp), Topaz
(550 gp), Zircon (40 gp); Masterwork Dagger (302 gp), Masterwork Lance
(310 gp), Masterwork Sai (301 gp), Masterwork Shortbow (330 gp); Potion of
Cure Light Wounds (cr, 50 gp); hoard total 14280 gp 4 sp
Room #5
North Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
East Entry
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Empty
Room #6
North Entry
South Entry
Monster
Room #7
West Entry #1
West Entry #2
Secret (Search DC 20) Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
The door is concealed within a horrific torture device
East Entry #1
Locked Bone Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
East Entry #2
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #37
South Entry #1
South Entry #2
An altar of evil sits in the south side of the room, The scent of ozone fills
the south-west corner of the room
11 x Troll
Troll: CR 5, XP 1600; CE Large Humanoid (giant); Init +2; Senses darkvision
60 ft., low-light vision, scent; Perception +8; AC 16, touch 11, flat-footed
14; (+2 Dex, +5 natural, -1 size); hp 63 (6d8+36), regeneration 5 (acid or
fire); Fort +11, Ref +4, Will +3; Speed 30 ft.; Melee bite +8 (1d8+5), 2
claws +8 (1d6+5); Space 10 ft.; Reach 10 ft.; SA rend (2 claws, 1d6+7); Str
21, Dex 14, Con 23, Int 6, Wis 9, Cha 6; Base Atk +4, CMB +10, CMD 22
Skills and Feats: Intimidate +9, Perception +8; Intimidating Prowess, Iron
Will, Skill Focus (Perception)
Treasure: 118 gp, 360 sp, 1000 cp; Aquamarine (450 gp), Peridot (45 gp),
Saltwater Pearl (100 gp), Sardonyx (65 gp); Oil of Arcane Mark (cr, 25 gp),
Scroll of Darkvision (cr, 150 gp), Scroll of Enlarge Person (cr, 25 gp),
Shortsword (+2 weapon) (8310 gp); hoard total 9334 gp
Room #8
North Entry #1
North Entry #2
West Entry
South Entry #1
Archway
South Entry #2
Room #9
South Entry #3
Room Features
A circle of tall stones stands in the east side of the room, A metallic odor
fills the east side of the room
North Entry
East Entry #1
East Entry #2
Archway
Empty
Room #10
North Entry
Trapped and Unlocked Bone Door (hard 5, 20 hp) (slides to one side, +1 to
break DC)
Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;
Disable Device DC 20; Trigger location; Reset manual; Effect 50 ft.
deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes
per target for 1d6+5 damage each); DC 20 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
South Entry
Monster
1 x Spirit Naga
Spirit Naga: CR 9, XP 6400; CE Large Aberration; Init +5; Senses darkvision
60 ft.; Perception +22; AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural,
-1 size); hp 95 (10d8+50); Fort +8, Ref +10, Will +10; Speed 40 ft., swim 20
ft.; Melee bite +10 (2d6+6 plus poison); Space 10 ft.; Reach 5 ft.; SA
ft.; Melee bite +10 (2d6+6 plus poison); Space 10 ft.; Reach 5 ft.; SA
charming gaze; Spells CL 7th; Str 18, Dex 20, Con 21, Int 12, Wis 17, Cha
17; Base Atk +7, CMB +12, CMD 27 (can't be tripped)
Skills and Feats: Bluff +13, Escape Artist +13, Intimidate +9, Knowledge
(arcana) +14, Perception +22, Spellcraft +11, Stealth +15, Swim +12;
Ability Focus (charming gaze), Combat Casting, Eschew Materials,
Lightning Reflexes, Skill Focus (Perception), Stealthy
Treasure: 118 pp, 998 gp, 250 sp, 2200 cp; Malachite (10 gp),
Rhodochrosite (9 gp), Zircon (50 gp); Potion of Cloak of Shade (apg, 50 gp),
Potion of Owl's Wisdom (cr, 300 gp), Scroll of False Life (cr, 150 gp),
Scroll of Hydraulic Push (apg, 25 gp), Scroll of Prestidigitation (cr, 12 gp 5
gp), Wand of Ray of Frost (cr, 375 gp) (design provides clue to function),
Wand of Sleep (cr, 750 gp); hoard total 3956 gp
Room #11
North Entry
East Entry
Archway
Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Leads to room #97, inhabited by 4 x Greater Shadow
Room Features
Room #12
North Entry
A sloped pit lined with iron spikes lies in the south-west corner of the
room, A tile labyrinth covers the floor
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,
+1 to break DC)
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
West Entry
Room #13
Room Features
A fountain of water sits against the west wall, Someone has scrawled "The
Wands of Brelliholm looted this place" in goblin runes on the east wall
West Entry #1
Trapped and Unlocked Bone Door (hard 5, 20 hp) (slides to one side, +1 to
break DC)
Teleporter Crystal: CR 9; magic; Perception DC 26; Disable Device DC
24; Trigger touch; Reset none; Effect teleport (teleported one level
down, DC 12 Will save negates)
West Entry #2
Archway
Leads to room #86
East Entry
Room Features
Room #14
North Entry
West Entry #1
Archway
West Entry #2
Secret (Search DC 25) Trapped and Locked Bone Door (Open Lock DC 20,
break DC 25; hard 5, 20 hp)
The door is concealed behind a statue of a demonic sorceress, and
opened by moving her hand
Guillotine Blade: CR 10; mechanical; Perception DC 28; Disable
Device DC 28; Trigger location; Reset manual; Effect Atk +12 melee
(12d6/19-20)
West Entry #3
Room Features
Monster
Trap
Hidden Treasure
Hidden (Search DC 30) Trapped and Locked Iron Chest (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
Contact Poison: CR 10; mechanical; Perception DC 28; Disable Device DC
24; Trigger touch; Reset none; Effect contact poison (nitharit [contact, Fort
DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])
89 pp, 731 gp, 210 sp; Chrysoberyl (100 gp), Chrysoprase (35 gp), Deep
Blue Spinel (100 gp), Jasper (35 gp), Rose Quartz (50 gp), Sardonyx (45 gp),
2 x Topaz (500 gp); Bronze flagon with warrior images (50 gp), 2 x Copper
brazier with religious markings (50 gp), Crystal skull (80 gp), Elaborate
silver wind chimes (60 gp), 2 x Engraved gold scarab (75 gp), Ivory
drinking horn with silver ends (110 gp), Marble idol (300 gp), Platinum holy
symbol (500 gp), Silver hand mirror (75 gp), Silver holy symbol (25 gp); Oil
of Light (cr, 25 gp), Oil of Magic Weapon (cr, 50 gp), Scroll of Cure Light
Wounds (cr, 25 gp), Scroll of Summon Swarm (cr, 150 gp), Wand of Magic
Fang (cr, 750 gp) (design provides clue to function); hoard total 5457 gp
Room #15
North Entry #1
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
North Entry #2
North Entry #3
West Entry
Empty
Room #16
North Entry
West Entry
Room #17
South Entry
Stuck Bone Door (break DC 23; hard 5, 20 hp) (magically reinforced, +10 to
break DC)
Room Features
Someone has scrawled "There is no way out" in draconic script on the north
wall, The floor is covered with claw marks
North Entry
West Entry
East Entry
South Entry
Monster
12 x Yeth Hound
Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;
Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed
13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR
5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinister
bite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Base
Atk +4, CMB +7, CMD 19 (23 vs. trip)
Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; Improved
Initiative, Skill Focus (Fly)
Treasure: 54 pp, 490 gp; Amethyst (90 gp), Aquamarine (550 gp),
Moonstone (50 gp), Zircon (50 gp); Potion of Owl's Wisdom (cr, 300 gp),
Wand of Ray of Enfeeblement (cr, 750 gp); hoard total 2820 gp
Room #18
North Entry
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
South Entry
Monster
Room #19
West Entry
East Entry
Room Features
Room #20
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
A stone ramp ascends towards the north wall, The floor is covered in square
tiles, alternating white and black
West Entry
East Entry
South Entry
Trapped Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2
to lift DC)
Fire Spray: CR 10; magic; Perception DC 26; Disable Device DC 26;
Trigger proximity (alarm); Reset none; Effect fire spray (11d6 fire
damage, DC 18 Reflex save for half damage)
Room Features
Monster
A well lies in the west side of the room, A stone dais and throne sits in the
east side of the room
6 x Yeth Hound
Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;
Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed
13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR
5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinister
5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinister
bite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Base
Atk +4, CMB +7, CMD 19 (23 vs. trip)
Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; Improved
Initiative, Skill Focus (Fly)
Treasure: 47 gp; Ivory (65 gp), Jet (100 gp), Opal (500 gp), Smoky Quartz
(40 gp); Oil of Erase (cr, 50 gp), Oil of Purify Food and Drink (cr, 25 gp),
Potion of Endure Elements (cr, 50 gp), Scroll of Corrosive Touch (um, 25
gp), Scroll of Pass without Trace (cr, 25 gp), Wand of Create Water (cr, 375
gp) (inscription provides clue to function); hoard total 1302 gp
Room #21
West Entry #1
Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)
The door is concealed within the mouth of a demonic face carved from
stone
Leads to room #4, inhabited by 4 x Drider
West Entry #2
East Entry
Room Features
Monster
A chute falls into the room from above, A corpse lies in front of an open
chest in the center of the room
5 x Shadow Demon
Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;
AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);
Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immune
cold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlight
powerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6
plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,
shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,
Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25
Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,
Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;
Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,
Treasure: 23 pp, 97 gp, 80 sp; Elaborate copper wind chimes (20 gp),
Engraved jade scarab (85 gp), Engraved mithral scarab (400 gp), Gold holy
symbol (100 gp), Silver comb with ornate handle (75 gp), Silver cup with
royal crest (100 gp); Masterwork Dart (300 gp 5 sp), Masterwork Light Pick
(304 gp); Potion of Cure Light Wounds (cr, 50 gp), Potion of Endure
Elements (cr, 50 gp), Potion of Tongues (cr, 750 gp), Ring of Feather Falling
(2200 gp), Scroll of Arcane Eye (cr, 700 gp), Scroll of Blink (cr, 375 gp),
Scroll of Resistance (cr, 12 gp 5 sp), Wand of Bless (cr, 750 gp), Wand of
Hide from Animals (cr, 750 gp); hoard total 7357 gp
Room #22
North Entry
Archway
East Entry #1
Archway
East Entry #2
Empty
Room #23
East Entry
Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Leads to room #48, inhabited by 5 x Shadow Demon
South Entry
Monster
Room #24
North Entry
Archway
South Entry
Monster
12 x Yeth Hound
Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;
Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed
13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR
5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinister
bite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Base
Atk +4, CMB +7, CMD 19 (23 vs. trip)
Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; Improved
Initiative, Skill Focus (Fly)
Treasure: 28 pp, 314 gp, 110 sp, 1300 cp; Chrysoberyl (100 gp), Green
Spinel (45 gp), 2 x Peridot (50 gp), Pyrite (9 gp), Rock Quartz (10 gp),
Sardonyx (35 gp), Sardonyx (45 gp), Smoky Quartz (45 gp), 2 x Topaz (450
gp), Tourmaline (110 gp); Masterwork Warhammer (312 gp); Potion of
Sanctuary (cr, 50 gp), Scroll of Protection from Good (cr, 25 gp); hoard total
2404 gp
Room #25
East Entry #1
East Entry #2
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
South Entry #1
South Entry #2
Secret (Search DC 30) Trapped and Stuck Bone Door (break DC 23; hard 5,
20 hp)
The door is located above a small stone dais and concealed behind a
tapestry of legendary monsters
Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable Device
DC 22; Trigger location; Reset manual; Effect Atk +15 melee (8d6/1920)
Leads to room #1
Room Features
Room #26
West Entry #1
A stone dais sits in the west side of the room, Jagged steel blades project
from cracks in the south and west walls
West Entry #2
East Entry #1
Archway
East Entry #2
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp) (slides down, +1 to break DC)
Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8,
60 hp)
Contact Poison: CR 8; mechanical; Perception DC 26; Disable Device
DC 22; Trigger touch; Reset none; Effect contact poison (sassone leaf
residue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1
Con, 1 save])
Empty
Room #27
North Entry
West Entry #1
West Entry #2
South Entry
Hidden Treasure
Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Hidden (Search DC 25) Unlocked Iron Chest (hard 10, 60 hp)
27 pp, 423 gp, 310 sp, 1700 cp; 2 x Agate (11 gp), Black Pearl (500 gp),
Bloodstone (45 gp), Hematite (10 gp), Jade (70 gp), Peridot (60 gp), Red
Spinel (40 gp), Sard (60 gp), Tigereye (10 gp); Bronze flagon with warrior
images (50 gp), Bronze statuette of a warrior (15 gp), Engraved jade scarab
(85 gp), Gold baby rattle (100 gp), 2 x Gold bowl with dragon engravings
(400 gp), Gold candelabra with holy symbol (200 gp), Gold cup with royal
crest (550 gp), Gold holy symbol (100 gp), Ivory drinking horn with copper
ends (60 gp), 2 x Set of six ivory dice (30 gp), Silver candelabra with holy
symbol (75 gp), Silver chalice with dragon carvings (150 gp), Silver chess
set (50 gp), Silver cup with royal crest (100 gp), Silver scepter with eagle
symbols (125 gp), 3 x Silver statue of a dragon (65 gp); Potion of Virtue (cr,
25 gp), Scroll of Call Lightning (cr, 375 gp), Scroll of Eagle's Splendor (cr,
150 gp), Wand of Light (cr, 375 gp) (design provides clue to function),
Wand of Purify Food and Drink (cr, 375 gp); hoard total 5573 gp
Room #28
West Entry
Empty
Room #29
South Entry #1
Unlocked Bone Door (hard 5, 20 hp) (slides to one side, +1 to break DC)
South Entry #2
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Room Features
A tile mosaic of ancient mythology covers the floor, A rusted amulet lies in
the west side of the room
Monster
3 x Salamander
Salamander: CR 6, XP 2400; CE Medium Outsider (extraplanar, fire); Init +1;
Senses darkvision 60 ft.; Perception +16; AC 18, touch 11, flat-footed 17
(+1 Dex, +7 natural); hp 76 (8d10+32); Fort +10, Ref +7, Will +6; DR
10/magic; Immune fire; Weak vulnerability to cold; Speed 20 ft.; Melee
spear +11/+6 (1d8+4/x3 plus 1d6 fire), tail slap +6 (2d6+1 plus 1d6 fire and
grab); Space 5 ft.; Reach 5 ft. (10 ft. with tail); SA constrict (2d6+4 plus
1d6 fire), heat; Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13; Base Atk
+8, CMB +11 (+15 grapple), CMD 22 (can't be tripped)
Skills and Feats: Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17,
Intimidate +12, Knowledge (planes) +13, Perception +16, Sense Motive +13,
Stealth +12; Cleave, Iron Will, Power Attack, Skill Focus (Perception)
Treasure: 2 gp, 29 sp; Freshwater Pearl (10 gp), Turquoise (10 gp);
Masterwork Chain Shirt (250 gp); Buckler (+1 shield) (1155 gp), Longsword
(+1 weapon) (2315 gp); hoard total 3744 gp 9 sp
Room #30
North Entry
West Entry #1
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Unlocked Bone Door (hard 5, 20 hp)
Leads to room #72
West Entry #2
Secret (Search DC 20) Locked Bone Door (Open Lock DC 20, break DC 25;
hard 5, 20 hp)
A bookcase and concealed door pivots smoothly
South Entry
Room Features
Room #31
North Entry
Spirals of blue stones cover the floor, Mysterious levers and mechanisms
cover the east and west walls
South Entry #1
South Entry #2
South Entry #3
South Entry #4
Room Features
A tile labyrinth covers the floor, A hissing noise can be faintly heard near
the west wall
Monster
4 x Black Pudding
Black Pudding: CR 7, XP 3200; N Huge Ooze; Init -5; Senses blindsight 60
ft.; Perception -5; AC 3, touch 3, flat-footed 3 (-2 size, -5 Dex); hp 105
(10d8+60); Fort +9, Ref -2, Will -2; DA split, ooze traits; Speed 20 ft., climb
20 ft.; Melee slam +8 (2d6+4 plus 2d6 acid plus grab); Space 15 ft.; Reach
10 ft.; SA constrict (2d6+4 plus 2d6 acid), corrosion; Str 16, Dex 1, Con 22,
Int -, Wis 1, Cha 1; Base Atk +7, CMB +12 (+16 grapple), CMD 17 (27 vs.
bull rush, can't be tripped); SQ ooze traits, suction
Skills: Climb +11
Room #32
East Entry
Monster
13 x Shadow
Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Senses
darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2
deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DA
incorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.
(good); Melee incorporeal touch +4 (1d6 Strength damage); SA create
spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4,
CMD 17
CMD 17
Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in
bright light); Dodge, Skill Focus (Perception)
Treasure: 360 pp, 1424 gp, 110 sp, 1000 cp; Masterwork Heavy Crossbow
(350 gp); hoard total 5395 gp
Room #33
West Entry
East Entry
Empty
Room #34
West Entry
South Entry
Monster
Archway
2 x Vampire
Vampire: CR 9, XP 6400; CE Medium Undead (augmented humanoid); Init
+8; Senses darkvision 60 ft.; Perception +13; AC 23, touch 17, flat-footed
18 (+2 deflection, +4 Dex, +1 dodge, +6 natural); hp 102 (8d6+72), fast
healing 5; Fort +13, Ref +11, Will +12; DA channel resistance +4; DR
10/magic and silver; Immune undead traits; Resist cold 10, electricity 10;
Weak vampire weaknesses; Speed 30 ft.; Melee slam +8 (1d4+4 plus
energy drain); SA blood drain, children of the night, create spawn,
dominate (DC 22), energy drain (2 levels, DC 22), spell-like abilities CL
8th; Spells CL 8th; Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26; Base Atk
+4, CMB +7, CMD 24; SQ change shape (dire bat or wolf, beast shape II),
gaseous form, shadowless, spider climb
Skills and Feats: Bluff +27, Knowledge (arcana) +13, Knowledge (religion)
+10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, Use
Magic Device +19; Alertness, Blind-Fight, Combat Casting, Combat
Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative,
Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse
Treasure: 500 pp, 2670 gp; Chrysoprase (45 gp), Garnet (80 gp), Smoky
Quartz (55 gp), Topaz (500 gp); Masterwork Battleaxe (310 gp), Masterwork
Greatsword (350 gp), Masterwork Halberd (310 gp); hoard total 9320 gp
Room #35
North Entry #1
Archway
North Entry #2
North Entry #3
South Entry
Room Features
Room #36
North Entry
South Entry #1
Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
South Entry #2
A set of demonic war masks hangs on the east wall, A carved stone statue
stands in the north side of the room
Trap
Hidden Treasure
Trapped and Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10,
60 hp)
Rune of Hypnosis: CR 8; magic; Perception DC 26; Disable Device DC 24;
Trigger proximity (alarm); Reset none; Effect hypnosis (fascinated for 1d4
rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft.
radius burst)
30 pp, 519 gp, 300 sp, 2000 cp; Amber (130 gp), Carnelian (60 gp),
Chrysoprase (45 gp), Coral (130 gp), Garnet (120 gp), Green Spinel (45 gp),
2 x Hematite (10 gp), Ivory (55 gp), Lapis Lazuli (8 gp), Malachite (10 gp),
Milky Quartz (65 gp), Moonstone (50 gp), Onyx (45 gp), Opal (350 gp),
Opal (500 gp), Rhodochrosite (8 gp), Sard (40 gp), Sard (55 gp), Topaz (500
gp), 2 x Turquoise (9 gp), Turquoise (10 gp), Zircon (40 gp); Bronze flagon
with warrior images (50 gp), Crystal skull (80 gp), Polished darkwood
chalice (50 gp), Set of six silver dice (75 gp), Silver brazier with religious
markings (80 gp); Masterwork darkwood lute (300 gp); Scroll of Cure
Moderate Wounds (cr, 150 gp), Scroll of Protection from Law (cr, 25 gp),
Wand of Bless (cr, 750 gp), Wand of Remove Fear (cr, 750 gp); hoard total
5483 gp
Room #37
West Entry
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #7, inhabited by 11 x Troll
East Entry #1
East Entry #2
South Entry #1
South Entry #2
Room Features
Room #38
North Entry
Several square holes are cut into the ceiling and floor, Spirals of gray
stones cover the floor
East Entry #1
Archway
East Entry #2
Archway
Room Features
Monster
A stone dais sits in the south-west corner of the room, A group of monstrous
faces have been carved into the west wall
1 x Bebilith
Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init
+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flatfooted 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref
+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9
plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SA
dismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spell-
dismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spelllike abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; Base
Atk +12, CMB +23, CMD 34 (46 vs. trip)
Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive
+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), Improved
Initiative, Iron Will, Lightning Reflexes, Power Attack
Treasure: 13 pp, 70 gp; Masterwork Longbow (375 gp); Potion of Acute
Senses (um, 300 gp), Ring of Climbing (2500 gp), Scroll of Magic Vestment
(cr, 375 gp), Wand of Magic Missile (cr, 750 gp) (inscription provides clue
to function); hoard total 4500 gp
Room #39
North Entry
West Entry
South Entry #1
South Entry #2
Archway
Empty
Room #40
West Entry #1
West Entry #2
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #57
East Entry
South Entry
Room Features
Monster
Room #41
North Entry #1
Secret (Search DC 30) Stuck Bone Door (break DC 23; hard 5, 20 hp)
A bookcase and concealed door pivots smoothly
North Entry #2
South Entry
Archway
Trapped Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Magic Missle Trap: CR 8; magic; Perception DC 22; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect magic missile (4d6
force damage); never miss
Monster
1 x Bebilith
Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init
+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flatfooted 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref
footed 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref
+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9
plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SA
dismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spelllike abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; Base
Atk +12, CMB +23, CMD 34 (46 vs. trip)
Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive
+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), Improved
Initiative, Iron Will, Lightning Reflexes, Power Attack
Treasure: 55 pp, 510 gp, 140 sp, 1100 cp; Smoky Quartz (40 gp);
Masterwork Rapier (320 gp); Oil of Light (cr, 25 gp), Potion of Cure Light
Wounds (cr, 50 gp), Scroll of Charm Person (cr, 25 gp), Wand of Entangle
(cr, 750 gp) (inscription provides clue to function); hoard total 2295 gp
Room #42
East Entry
Empty
Room #43
Room #44
North Entry #1
North Entry #2
South Entry #1
South Entry #2
Room Features
A wooden ladder rests against the north wall, Someone has scrawled "In the
Kingdom of Coins, when the Silver Boar lies in blood, the Knights of Lust
shall rise" on the south wall
North Entry
West Entry
East Entry
South Entry
Monster
Room #45
North Entry
South Entry
Empty
Room #46
North Entry
South Entry #1
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Leads to room #85, inhabited by 9 x Fire Mephit
South Entry #2
Room Features
The south and east walls have been engraved with incoherent labyrinths,
An altar of evil sits in the south-east corner of the room
Monster
11 x Yeth Hound
Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;
Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed
13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR
5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinister
bite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Base
Atk +4, CMB +7, CMD 19 (23 vs. trip)
Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; Improved
Initiative, Skill Focus (Fly)
Treasure: 83 gp, 170 sp, 700 cp; Chrysoberyl (110 gp), Green Spinel (50
gp), Malachite (8 gp), Moonstone (40 gp), Onyx (35 gp), Peridot (45 gp),
Tigereye (11 gp), Topaz (500 gp); Masterwork Sling (300 gp); Oil of Bless
Weapon (cr, 50 gp), Potion of Darkvision (cr, 300 gp), Scroll of Detect
Magic (cr, 12 gp 5 gp), Wand of Animate Rope (cr, 750 gp); hoard total
2318 gp
Room #47
East Entry
Room Features
Room #48
North Entry
West Entry
Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Leads to room #23, inhabited by 6 x Mummy
Monster
5 x Shadow Demon
Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;
AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);
Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immune
cold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlight
powerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6
plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,
shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,
Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25
Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,
Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,
Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;
Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,
Treasure: 509 pp, 2282 gp, 230 sp, 1200 cp; Sard (50 gp); Masterwork Hide
(165 gp), Masterwork Sai (301 gp), Masterwork Whip (301 gp); 2 x Oil of
Mage Armor (cr, 50 gp), Potion of Touch of the Sea (apg, 50 gp), Scroll of
Bless Water (cr, 50 gp), Scroll of Doom (cr, 25 gp); hoard total 8449 gp
Room #49
North Entry
West Entry
Room Features
Monster
Several square holes are cut into the south and west walls, Several pieces
of rotten leather are scattered throughout the room
1 x Bebilith
Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init
+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flatfooted 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref
+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9
plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SA
dismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spelllike abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; Base
Atk +12, CMB +23, CMD 34 (46 vs. trip)
Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive
+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), Improved
Initiative, Iron Will, Lightning Reflexes, Power Attack
Treasure: Oil of Light (cr, 25 gp), Wand of Sleep (cr, 750 gp); hoard total
775 gp
Room #50
East Entry
South Entry
Room Features
Monster
Archway
Stuck Iron Door (break DC 28; hard 10, 60 hp)
A tile labyrinth covers the floor, Someone has scrawled "This is not a secret
door" in goblin runes on the west wall
3 x Succubus
Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40);
Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,
poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);
Melee 2 claws +11 (1d6+1); SA energy drain, profane gift, spell-like
abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk
+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Medium
humanoid)
Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense
Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,
Weapon Finesse
Treasure: 13 pp, 221 gp, 180 sp, 1900 cp; Amber (100 gp), Azurite (11 gp),
Carnelian (50 gp), Deep Blue Spinel (90 gp), Jasper (50 gp), Milky Quartz
(40 gp), Opal (500 gp), Opal (650 gp), Rose Quartz (50 gp), Sardonyx (40
gp), Sardonyx (45 gp), Sardonyx (55 gp), Tigereye (12 gp); Carved ivory
scroll case (60 gp), Gold puzzle box (500 gp), Ivory drinking horn with
silver ends (110 gp), Silver candelabra with holy symbol (75 gp), Silver
comb with gold handle (125 gp), Silver holy symbol (25 gp); Masterwork
Battleaxe (310 gp), Masterwork Warhammer (312 gp); Potion of Haste (cr,
750 gp), Potion of Hide from Undead (cr, 50 gp), Potion of Invigorate (apg,
50 gp), Potion of Tongues (cr, 750 gp), Scroll of Antipathy (cr, 3000 gp),
Scroll of Cure Light Wounds (cr, 25 gp), Scroll of Finger of Death (cr, 2275
gp), Scroll of Protection from Evil (cr, 25 gp); hoard total 10523 gp
Room #51
East Entry #1
East Entry #2
South Entry
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Leads to room #71, inhabited by 2 x Drider
Room Features
Room #52
Skeletons hang from chains and manacles against the south and east walls,
A rusted gauntlet lies in the south-west corner of the room
North Entry
Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to
break DC)
South Entry
Room Features
Monster
Room #53
North Entry #1
North Entry #2
West Entry #1
Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to
break DC)
West Entry #2
Archway
West Entry #3
West Entry #4
Archway
East Entry
South Entry
Monster
2 x Drider
Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses darkvision 120
ft., detect good, detect law, detect magic; Perception +15; AC 20, touch
12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, -1 size); hp 76 (9d8+36);
Fort +7, Ref +5, Will +9; Immune sleep; SR 18; Speed 30 ft., climb 20 ft.;
Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison); Ranged
mwk composite longbow +8/+3 (1d8+2/x3); Space 10 ft.; Reach 5 ft.; SA
web (+7 ranged, DC 18, hp 9), spell-like abilities CL 9th; Spells CL 6th; Str
15, Dex 15, Con 18, Int 15, Wis 16, Cha 16; Base Atk +6, CMB +9, CMD 21
(33 vs. trip); SQ undersized weapons
Skills and Feats: Climb +22, Intimidate +15, Knowledge (arcana) +14,
Perception +15, Spellcraft +14, Stealth +14; Blind-Fight, Dodge, Combat
Casting, Weapon Focus (bite, mace)
Treasure: 3 pp, 251 gp, 22 sp, 70 cp; Amber (90 gp), Aquamarine (600 gp),
Black Pearl (450 gp), Black Pearl (600 gp), Black Pearl (650 gp), Carnelian
(35 gp), Chrysoberyl (70 gp), Chrysoprase (45 gp), Deep Blue Spinel (90
gp), Deep Blue Spinel (100 gp), Ivory (55 gp), Ivory (65 gp), Moonstone (45
gp), Red Spinel (50 gp), Sard (50 gp), Sard (55 gp); Masterwork Buckler (155
gp); Heavy Crossbow (+1 weapon) (2350 gp), Mithral Shirt (1100 gp), Potion
of Reduce Person (cr, 50 gp), Potion of Remove Fear (cr, 50 gp), Scroll of
Shocking Grasp (cr, 25 gp), Scroll of Summon Nature's Ally I (cr, 25 gp),
Wand of Expeditious Retreat (cr, 750 gp); hoard total 7838 gp 9 sp
Room #54
West Entry #1
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry #2
Secret (Search DC 20) Trapped and Unlocked Bone Door (hard 5, 20 hp)
The door is concealed behind an area of slime
Falling Block: CR 8; mechanical; Perception DC 22; Disable Device
DC 22; Trigger location; Reset none; Effect Atk +15 melee (8d6);
multiple targets (all targets in a 10 ft. square area)
South Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Room Features
Trap
Room #55
North Entry
West Entry
Monster
Archway
12 x Yeth Hound
Yeth Hound: CR 3, XP 800; NE Medium Outsider (evil, extraplanar); Init +6;
Senses darkvision 60 ft., scent; Perception +9; AC 15, touch 12, flat-footed
13 (+2 Dex, +3 natural); hp 30 (4d10+8); Fort +3, Ref +6, Will +6; DR
5/silver; Speed 40 ft., fly 60 ft. (good); Melee bite +7 (2d6+4 plus sinister
bite and trip); SA bay; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10; Base
Atk +4, CMB +7, CMD 19 (23 vs. trip)
Skills and Feats: Fly +16, Perception +9, Stealth +9, Survival +9; Improved
Initiative, Skill Focus (Fly)
Treasure: 63 gp, 10 sp; Black Pearl (450 gp), 2 x Citrine (50 gp), Jade (100
gp), Malachite (9 gp), Shell (7 gp), Smoky Quartz (50 gp); Masterwork Sling
(300 gp); Potion of Blur (cr, 300 gp), Potion of Protection from Evil (cr, 50
gp), Wand of Curse Water (cr, 2000 gp), Wand of Ghost Sound (cr, 375 gp);
hoard total 3805 gp
Room #56
North Entry
Room Features
Monster
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
A set of demonic war masks hangs on the west wall, A forge and anvil sit
in the north side of the room
5 x Succubus
Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40);
Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,
poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);
Melee 2 claws +11 (1d6+1); SA energy drain, profane gift, spell-like
abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk
+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Medium
humanoid)
Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense
Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,
Weapon Finesse
Treasure: 380 pp, 2540 gp, 130 sp, 600 cp; Ivory (60 gp); Masterwork
Glaive (308 gp); Leather Armor (+1 armor, Bolstering) (4160 gp), Longbow
(+1 weapon) (2375 gp), Oil of Light (cr, 25 gp), Ring of Swimming (2500
gp), Scroll of Bane (cr, 25 gp); hoard total 15812 gp
Room #57
East Entry
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #40, inhabited by 4 x Yeth Hound
South Entry
Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
Empty
Room #58
West Entry
Monster
Room #59
North Entry
South Entry
Room Features
Room #60
North Entry
A group of demonic faces have been carved into the north wall, A forge
and anvil sit in the center of the room
Monster
1 x Bebilith
Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init
+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flatfooted 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref
+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9
plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SA
dismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spelllike abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; Base
Atk +12, CMB +23, CMD 34 (46 vs. trip)
Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive
+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), Improved
Initiative, Iron Will, Lightning Reflexes, Power Attack
Treasure: 30 gp; Ivory (40 gp), Saltwater Pearl (100 gp), Smoky Quartz (45
gp), Topaz (450 gp); hoard total 665 gp
Room #61
East Entry
Monster
14 x Vargouille
Vargouille: CR 2, XP 600; NE Small Outsider (evil, extraplanar); Init +1;
Senses darkvision 60 ft.; Perception +7; AC 15, touch 12, flat-footed 14; (+1
Dex, +3 natural, +1 size); hp 19 (3d10+3); Fort +4, Ref +4, Will +2; Speed
fly 30 ft. (good); Melee bite +5 (1d4 plus poison); SA kiss, poison, shriek;
Str 10, Dex 13, Con 13, Int 5, Wis 12, Cha 8; Base Atk +3, CMB +2, CMD
13
Skills and Feats: Fly +13, Intimidate +5, Perception +7, Stealth +8; Skill
Focus (Stealth), Weapon Finesse
Room #62
East Entry #1
East Entry #2
Locked Bone Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
Leads to room #2
Room Features
Monster
Several square holes are cut into the ceiling and floor, Several pieces of
rotten bread are scattered throughout the room
2 x Nabasu
Nabasu: CR 8, XP 4800; CE Medium Outsider (chaotic, demon, evil, native);
Init +7; Senses darkvision 60 ft.; Perception +23; AC 22, touch 14, flatfooted 18 (+3 Dex, +1 dodge, +8 natural); hp 103 (9d10+54); Fort +9, Ref
+9, Will +9; DR 10/cold iron or good; Immune death effects, electricity,
paralysis, poison; Resist acid 10, cold 10, fire 10; SR 19; Speed 30 ft., fly
60 ft. (average); Melee 2 claws +15 (1d6+6), bite +15 (1d8+6); SA consume
life, death-stealing gaze, sneak attack +2d6, spell-like abilities CL 8th; Str
22, Dex 17, Con 22, Int 15, Wis 16, Cha 19; Base Atk +9, CMB +15, CMD
29
Skills and Feats: Acrobatics +15, Fly +15, Knowledge (arcana) +14,
Knowledge (planes) +14, Perception +23, Sense Motive +15, Stealth +15
(+23 in shadowy conditions), Survival +15; Cleave, Combat Expertise,
Dodge, Improved Initiative, Power Attack
Treasure: 30 gp, 130 sp, 1000 cp; Onyx (50 gp); Masterwork Composite
Shortbow (+1 Str bonus) (450 gp); Potion of Endure Elements (cr, 50 gp),
Potion of Resistance (cr, 25 gp), Potion of Virtue (cr, 25 gp), Scroll of
Enlarge Person (cr, 25 gp), Wand of Faerie Fire (cr, 750 gp) (inscription
provides clue to function), Wand of True Strike (cr, 750 gp); hoard total
2178 gp
Room #63
South Entry
Monster
Monster
4 x Shadow Demon
Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;
AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);
Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immune
cold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlight
powerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6
plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,
shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,
Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25
Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,
Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;
Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,
Treasure: 13 pp, 154 gp, 280 sp, 2100 cp; Amethyst (120 gp), Chrysoprase
(55 gp), Chrysoprase (60 gp), Topaz (450 gp); Carved stone idol (30 gp),
Engraved jade scarab (85 gp), Gold candelabra with holy symbol (200 gp),
Ivory drinking horn with silver ends (110 gp), Platinum holy symbol (500
gp), Set of six ivory dice (30 gp); Masterwork Club (300 gp); Oil of Shrink
Item (cr, 750 gp), Prisoner's Dungeon Ring (250 gp), Scroll of Animate Dead
(cr, 625 gp), Wand of Lesser Restoration (cr, 4500 gp) (inscription provides
clue to function); hoard total 8398 gp
Hidden Treasure
Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
26 pp, 516 gp, 850 sp, 3400 cp; Black Pearl (350 gp), Bloodstone (50 gp),
Chrysoprase (50 gp), Coral (80 gp), Ivory (50 gp), Jade (100 gp), Peridot (60
gp), Topaz (500 gp); Carved stone idol (30 gp), Decorated gold plate (700
gp), Gold statue of a dragon (110 gp), Ivory bowl with animal carvings (40
gp), Polished darkwood chalice (50 gp), Silver candelabra with holy symbol
(75 gp), Silver flagon with religious markings (80 gp); Potion of Cure Light
Wounds (cr, 50 gp), Potion of Stabilize (cr, 25 gp), Scroll of Bull's Strength
(cr, 150 gp), Scroll of Expeditious Retreat (cr, 25 gp), Scroll of Guidance
(cr, 12 gp 5 sp), Scroll of Unseen Servant (cr, 25 gp), Wand of Daze (cr,
375 gp), Wand of Detect Magic (cr, 375 gp) (inscription provides clue to
function), Wand of Protection from Chaos (cr, 750 gp); hoard total 5007 gp
5 sp
Room #64
West Entry
East Entry
South Entry
Room Features
Monster
Room #65
North Entry #1
North Entry #2
West Entry #1
West Entry #2
East Entry
South Entry
Hidden Treasure
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Hidden (Search DC 30) Trapped and Unlocked Iron Chest (hard 10, 60 hp)
Arrow Trap: CR 11; mechanical; Perception DC 28; Disable Device DC 28;
Trigger location; Reset manual; Effect Atk +12 ranged (12d6/x3)
90 pp, 672 gp, 226 sp, 1060 cp; Agate (11 gp), Amethyst (110 gp), Jasper
(50 gp), Lapis Lazuli (11 gp), Moonstone (55 gp), Opal (550 gp), Pyrite (11
gp), Smoky Quartz (40 gp); Bronze flagon with warrior images (50 gp), 2 x
Carved ivory scroll case (60 gp), Decorated gold plate (700 gp), 2 x
Decorated silver plate (60 gp), Gold censer with platinum inlay (400 gp),
Gold censer with silver filigree (90 gp), Gold chess set (500 gp), 2 x Gold
holy symbol (100 gp), Painted silk fan with electrum slats (75 gp),
Porcelain doll with silk clothing (40 gp), Porcelain mask (40 gp), Silver
comb with ornate handle (75 gp), Silver hand mirror (75 gp), Silver mask
(75 gp); Masterwork lyre (100 gp); Potion of Pass without Trace (cr, 50 gp),
Scroll of Curse Water (cr, 50 gp), Wand of Produce Flame (cr, 750 gp);
hoard total 5953 gp 2 sp
Room #66
West Entry #1
Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to
break DC)
West Entry #2
South Entry
Monster
5 x Shadow Demon
Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;
AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);
Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immune
cold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlight
powerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6
plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,
shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,
Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25
Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,
Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;
Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,
Treasure: 440 pp, 2283 gp, 90 sp, 800 cp; Masterwork Chainmail (300 gp),
Masterwork Composite Longbow (+2 Str bonus) (600 gp), Masterwork
Trident (315 gp); Potion of Enlarge Person (cr, 50 gp), Potion of Goodberry
(cr, 50 gp), Potion of Protection from Law (cr, 50 gp), Scroll of Bear's
Endurance (cr, 150 gp), Scroll of Mage Armor (cr, 25 gp), Wand of Detect
Evil (cr, 750 gp) (design provides clue to function); hoard total 8990 gp
Room #67
North Entry
Room Features
A tile mosaic of vile acts covers the floor, Someone has scrawled "The
Room Features
Room #68
A tile mosaic of vile acts covers the floor, Someone has scrawled "The
Silver Crown lies in blood" on the west wall
East Entry
South Entry
Room Features
Monster
A group of draconic faces have been carved into the west wall, A cold spot
can be felt in the south-west corner of the room
1 x Bebilith
Bebilith: CR 10, XP 9600; CE Huge Outsider (chaotic, evil, extraplanar); Init
+5; Senses darkvision 60 ft., scent; Perception +16; AC 22, touch 9, flatfooted 21 (+1 Dex, +13 natural, -2 size); hp 150 (12d10+84); Fort +15, Ref
+11, Will +7; DR 10/good; Speed 40 ft., climb 20 ft.; Melee bite +19 (2d6+9
plus rot) and 2 claws +19 (2d4+9/19-20); Space 15 ft.; Reach 15 ft.; SA
dismantle armor, penetrating strike, web (+11 ranged, DC 23, 12 hp), spelllike abilities CL 12th; Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13; Base
Atk +12, CMB +23, CMD 34 (46 vs. trip)
Skills and Feats: Acrobatics +16, Climb +32, Perception +16, Sense Motive
+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), Improved
Initiative, Iron Will, Lightning Reflexes, Power Attack
Treasure: 220 pp, 2400 gp; hoard total 4600 gp
Room #69
North Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,
DC 23 Fortitude negates after 24 hours)
Leads to room #92, inhabited by 13 x Shadow
Room #70
Room #71
West Entry
Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 to
break DC)
Room Features
A tapestry of vile acts hangs from the east wall, Someone has scrawled
"You cannot kill it with magic" on the north wall
East Entry
Room Features
Several square holes are cut into the west wall, A fountain of water sits
against the east wall
North Entry #1
Unlocked Iron Door (hard 10, 60 hp) (slides down, +1 to break DC)
North Entry #2
North Entry #3
Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable
Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20
ranged (6d6); multiple targets (all targets in a 20 ft. line)
Leads to room #51
North Entry #4
West Entry
Room Features
Monster
Room #72
North Entry
West Entry
Archway
Leads to room #103
East Entry
Room Features
Room #73
North Entry
A narrow shaft falls into the room from above, Spirals of gray stones cover
the floor
Trapped and Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Ice Dart Trap: CR 12; magic; Perception DC 26; Disable Device DC 24;
Trigger proximity (alarm); Reset none; Effect Atk +14 ranged (11d6
cold)
East Entry
Empty
Room #74
North Entry
East Entry
Empty
Room #75
West Entry
East Entry
Trapped and Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
Guillotine Blade: CR 9; mechanical; Perception DC 26; Disable Device
DC 24; Trigger location; Reset manual; Effect Atk +13 melee (9d6/1920)
Room Features
Room #76
North Entry
West Entry
A faded and torn tapestry hangs from the north wall, Several headless
statues are scattered throughout the room
Archway
Stuck Bone Door (break DC 23; hard 5, 20 hp)
East Entry
Archway
Empty
Room #77
North Entry
Archway
Leads to room #94
Room Features
Trap
Hidden Treasure
A magical statue in the west side of the room speaks riddles and cryptic
prophecies, A large kiln and coal bin sit in the east side of the room
Arrow Blaster: CR 10; mechanical; Perception DC 28; Disable Device DC
26; Trigger location; Reset manual; Effect Atk +16 ranged (12d6/x3);
multiple targets (up to three targets within 10 ft. of trigger)
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
290 pp, 1715 gp, 629 sp, 4270 cp; Freshwater Pearl (11 gp), Rock Quartz
(11 gp), Rose Quartz (55 gp), Turquoise (11 gp); Crystal egg with silver
stand (50 gp), Silver candelabra with holy symbol (75 gp); Potion of
Protection from Evil (cr, 50 gp); hoard total 4983 gp 6 sp
Room #78
West Entry #1
West Entry #2
Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone
East Entry #1
Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)
The door is located above a small stone dais and opened by pulling an
iron sconce
East Entry #2
Room Features
Trap
Hidden Treasure
Room #79
Room #80
South Entry
Room Features
A magical statue in the west side of the room speaks riddles and cryptic
prophecies, Several alcoves are cut into the south and west walls
North Entry #1
North Entry #2
West Entry
East Entry
Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
Falling Block: CR 12; mechanical; Perception DC 26; Disable Device
DC 24; Trigger location; Reset none; Effect Atk +12 melee (11d6);
multiple targets (all targets in a 10 ft. square area)
Leads to room #44, inhabited by 6 x Babau
Empty
Room #81
South Entry #1
Room #82
South Entry #2
Room Features
Skeletons hang from chains and manacles against the north and east walls,
A shattered sword lies in the south-west corner of the room
North Entry
Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides to one
side, +1 to break DC)
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
South Entry
Hidden Treasure
Hidden (Search DC 25) Trapped and Locked Iron Chest (Open Lock DC 25,
break DC 28; hard 10, 60 hp)
Symbol of Petrification: CR 12; magic; Perception DC 26; Disable Device
DC 26; Trigger proximity (alarm); Reset none; Effect petrification (petrified,
DC 14 Fort save negates); multiple targets (all targets in a 10 ft. radius
burst)
46 pp, 615 gp, 160 sp, 1000 cp; Amethyst (100 gp), Black Pearl (550 gp),
Carnelian (65 gp), Chrysoprase (35 gp), Freshwater Pearl (8 gp), Green
Spinel (40 gp), Jet (100 gp), Rock Quartz (10 gp), 2 x Sard (45 gp), Topaz
(450 gp); Carved stone idol (30 gp), Copper and glass decanter (25 gp),
Gold chess set (500 gp), Painting of a queen (750 gp), Silver candelabra
with holy symbol (75 gp), Silver chalice with dragon carvings (150 gp),
Silver comb with ornate handle (75 gp), Silver scepter with eagle symbols
(125 gp); Scroll of Detect Chaos (cr, 25 gp), Scroll of Dominate Animal (cr,
375 gp), Wand of Detect Undead (cr, 750 gp), Wand of Know Direction (cr,
375 gp) (inscription provides clue to function); hoard total 5804 gp
Room #83
North Entry
Secret (Search DC 20) Stuck Bone Door (break DC 23; hard 5, 20 hp)
The door is concealed within a horrific torture device
West Entry
Monster
10 x Shadow
Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Senses
darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2
deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DA
incorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.
(good); Melee incorporeal touch +4 (1d6 Strength damage); SA create
Room #84
East Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Cone of Cold Trap: CR 11; magic; Perception DC 30; Disable Device
DC 30; Trigger proximity (alarm); Reset none; Effect spell effect (cone
of cold, 15d6 cold damage, DC 17 Reflex save for half damage);
multiple targets (all targets in a 60 ft. cone)
South Entry
Monster
4 x Succubus
Succubus: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar); Init +3; Senses darkvision 60 ft., detect good; Perception
+21,; AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural); hp 84 (8d10+40);
Fort +7, Ref +9, Will +10; DR 10/cold iron or good; Immune electricity, fire,
poison; Resist acid 10, cold 10; SR 18; Speed 30 ft., fly 50 ft. (average);
Melee 2 claws +11 (1d6+1); SA energy drain, profane gift, spell-like
abilities CL 12th; Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27; Base Atk
+8, CMB +11, CMD 22; SQ change shape (alter self, Small or Medium
humanoid)
Skills and Feats: Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense
Motive +13, Stealth +14; Agile Maneuvers, Combat Reflexes, Iron Will,
Weapon Finesse
Treasure: 36 pp, 652 gp, 2840 sp, 12000 cp; 2 x Amethyst (90 gp), Coral
(110 gp), Deep Blue Spinel (120 gp), Garnet (90 gp), Hematite (12 gp), Jade
(70 gp), Lapis Lazuli (9 gp), Onyx (45 gp), Saltwater Pearl (100 gp); Copper
scepter with gold inlay (50 gp), Decorated electrum plate (110 gp),
Engraved jade scarab (85 gp), Gold candelabra with holy symbol (200 gp),
Painting of a noblewoman (50 gp), Silver holy symbol (25 gp), Silver mask
(75 gp); Masterwork Breastplate (350 gp), Masterwork Spear (302 gp),
Masterwork darkwood lute (300 gp); Dust Bolt (1730 gp), 2 x Oil of Arcane
Mark (cr, 25 gp), Padded Armor (+1 armor) (1155 gp), Potion of Cure Light
Wounds (cr, 50 gp), Potion of Endure Elements (cr, 50 gp), Potion of
Undetectable Alignment (cr, 300 gp), Scroll of Bless (cr, 25 gp), Stalker's
Mask (3500 gp) (inscription provides clue to function), Wand of Owl's
Wisdom (cr, 4500 gp), Wand of Wood Shape (cr, 4500 gp); hoard total
19559 gp
Room #85
North Entry
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Leads to room #46, inhabited by 11 x Yeth Hound
West Entry
Monster
Room #86
East Entry
Archway
Leads to room #13
South Entry
Room Features
Room #87
West Entry #1
Archway
West Entry #2
Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp) (slides
to one side, +1 to break DC)
East Entry
Monster
3 x Shadow Demon
Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;
AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);
Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immune
cold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlight
powerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6
plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,
shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,
Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25
Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,
Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;
Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,
Treasure: 490 pp, 1517 gp, 80 sp; Potion of Keen Senses (apg, 50 gp), Scroll
of Mage Armor (cr, 25 gp), Scroll of Silent Image (cr, 25 gp); hoard total
6525 gp
Room #88
West Entry
Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
The door is concealed within a horrific torture device
Monster
1 x Clay Golem
Clay Golem: CR 10, XP 9600; N Large Construct; Init -1; Senses darkvision
60 ft., low-light vision; Perception +0; AC 24, touch 8, flat-footed 24 (-1
Dex, +16 natural, -1 size); hp 101 (13d10+30); Fort +4, Ref +3, Will +4; DR
10/adamantine and bludgeoning; Immune construct traits, magic; Speed 20
ft.; Melee 2 slams +19 (2d10+7 plus cursed wound); Space 10 ft.; Reach 10
ft.; SA berserk, haste; Str 24, Dex 9, Con -, Int -, Wis 11, Cha 1; Base Atk
+13, CMB +21, CMD 30
Room #89
East Entry #1
East Entry #2
South Entry #1
Secret (Search DC 25) Stuck Bone Door (break DC 23; hard 5, 20 hp)
The door is concealed within an upright sarcophagus
South Entry #2
Empty
Room #90
North Entry
Monster
Trap
Hidden Treasure
Hidden (Search DC 30) Trapped and Locked Iron Chest (Open Lock DC 30,
break DC 28; hard 10, 60 hp)
Acid Spray: CR 11; magic; Perception DC 24; Disable Device DC 28;
Trigger proximity (alarm); Reset none; Effect acid spray (12d6 acid damage,
DC 18 Reflex save for half damage)
260 pp, 1271 gp, 410 sp, 1900 cp; Agate (10 gp), Chrysoprase (55 gp),
Freshwater Pearl (11 gp), Green Spinel (60 gp), Lapis Lazuli (11 gp),
Obsidian (12 gp), Pyrite (10 gp), Tigereye (11 gp), Zircon (45 gp); Ivory
bowl with animal carvings (40 gp); Scroll of Heat Metal (cr, 150 gp); hoard
total 4346 gp
Room #91
North Entry
East Entry
South Entry
Room Features
Monster
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Unlocked Bone Door (hard 5, 20 hp)
Archway
Several iron cages are scattered throughout the room, A hole has been
blasted into the north wall
4 x Shadow Demon
Shadow Demon: CR 7, XP 3200; CE Medium Outsider (chaotic, demon, evil,
extraplanar, incorporeal); Init +8; Senses darkvision 60 ft.; Perception +20;
AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex); hp 59 (7d10+21);
Fort +5, Ref +11, Will +7; DA incorporeal; DR 10/cold iron or good; Immune
cold, electricity, poison; Resist acid 10, fire 10; SR 17; Weak sunlight
powerlessness; Speed fly 40 ft. (perfect); Melee 2 claws +11 touch (1d6
plus 1d6 cold), bite +11 touch (1d8 plus 1d6 cold); SA pounce, sprint,
shadow blend, spell-like abilities CL 10th; Str -, Dex 18, Con 17, Int 14,
Wis 14, Cha 19; Base Atk +7, CMB +11, CMD 25
Skills and Feats: Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12,
Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14;
Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes,
Treasure: 25 pp, 442 gp, 2550 sp, 12000 cp; Amethyst (110 gp), Coral (90
gp), Deep Blue Spinel (110 gp), Garnet (90 gp), Jet (110 gp); Painting of a
queen (750 gp); Masterwork Battleaxe (310 gp), Masterwork Chainmail (300
gp), Masterwork Gauntlet (302 gp), Masterwork Hide (165 gp), Masterwork
Shortspear (301 gp); Chain Shirt (+1 armor) (1250 gp), Oil of Erase (cr, 50
gp), Oil of Light (cr, 25 gp), Potion of Endure Elements (cr, 50 gp), Potion of
Enlarge Person (cr, 50 gp), Scroll of Mage Armor (cr, 25 gp), Wand of Sleep
(cr, 750 gp); hoard total 5905 gp
Room #92
East Entry
South Entry #1
South Entry #2
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device
DC 34; Trigger visual (true seeing); Reset none; Effect spell effect
(energy drain, Atk +10 ranged touch, 2d4 temporary negative levels,
DC 23 Fortitude negates after 24 hours)
Leads to room #69
Monster
13 x Shadow
Shadow: CR 3, XP 800; CE Medium Undead (incorporeal); Init +2; Senses
darkvision 60 ft.; Perception +8; AC 15, touch 15, flat-footed 12 (+2
deflection, +2 Dex, +1 dodge); hp 19 (3d8+6); Fort +3, Ref +3, Will +4; DA
incorporeal, channel resistance +2; Immune undead traits; Speed fly 40 ft.
(good); Melee incorporeal touch +4 (1d6 Strength damage); SA create
spawn; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Base Atk +2, CMB +4,
CMD 17
Skills and Feats: Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in
bright light); Dodge, Skill Focus (Perception)
Treasure: 240 pp, 1300 gp; Masterwork Battleaxe (310 gp); hoard total 4010
gp
Trap
Room #93
North Entry
West Entry
South Entry
Room Features
Monster
+16, Stealth +16, Survival +16; Cleave, Improved Critical (claws), Improved
Initiative, Iron Will, Lightning Reflexes, Power Attack
Treasure: 13 gp, 150 sp; Hematite (10 gp), Jasper (40 gp), Pyrite (9 gp);
Bronze flagon with warrior images (50 gp), Elaborate copper wind chimes
(20 gp), Ivory bowl with animal carvings (40 gp), Mithral scepter with gold
inlay (600 gp), Silver chalice with dragon carvings (150 gp), Silver noble
family seal (60 gp), Silver scepter with eagle symbols (125 gp); Masterwork
Light Crossbow (335 gp); Leather Armor (+1 armor) (1160 gp), Oil of Light
(cr, 25 gp), Oil of Mage Armor (cr, 50 gp), Potion of Hide from Undead (cr,
50 gp), Sai (+1 weapon) (sheds light) (2301 gp), Scroll of Summon Nature's
Ally II (cr, 150 gp); hoard total 5203 gp
Room #94
West Entry
Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ice Dart Trap: CR 10; magic; Perception DC 28; Disable Device DC 24;
Trigger visual (true seeing); Reset none; Effect Atk +16 ranged (11d6
cold)
South Entry #1
Archway
Leads to room #77
South Entry #2
Empty
Room #95
North Entry
East Entry
Trap
Room #96
North Entry #1
Stuck Bone Door (break DC 23; hard 5, 20 hp) (slides down, +1 to break
DC)
Teleporter Crystal: CR 8; magic; Perception DC 24; Disable Device DC 24;
Trigger touch; Reset none; Effect teleport (teleported one level down, DC
16 Will save negates)
North Entry #2
West Entry
Locked Bone Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
(magically reinforced, +10 to break DC)
East Entry
Locked Bone Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Room Features
Room #97
West Entry
A tapestry of ghoulish carnage hangs from the east wall, An iron chandelier
hangs from the ceiling in the center of the room
East Entry
Room Features
Monster
Monster
4 x Greater Shadow
Greater Shadow: CR 8, XP 4800; CE Medium Undead (incorporeal); Init +5;
Senses darkvision 60 ft.; Perception +13; AC 18, touch 18, flat-footed 12
(+2 deflection, +5 Dex, +1 dodge); hp 58 (9d8+18); Fort +5, Ref +8, Will +7;
DA incorporeal, channel resistance +2; Immune undead traits; Speed fly 40
ft. (good); Melee incorporeal touch +11 (1d8 Strength); SA create spawn (as
per shadow), strength damage; Str -, Dex 20, Con -, Int 6, Wis 12, Cha 15;
Base Atk +6, CMB +11, CMD 24
Skills and Feats: Fly +15, Perception +13, Stealth +20 (+24 in dim light,
+16 in bright light); Dodge, Flyby Attack, Mobility, Skill Focus (Perception,
Stealth)
Treasure: 383 pp, 2564 gp, 700 sp, 2400 cp; Aquamarine (400 gp), Citrine
(40 gp), Deep Blue Spinel (100 gp), Garnet (110 gp), Lapis Lazuli (10 gp),
Milky Quartz (35 gp), Obsidian (13 gp), 2 x Onyx (40 gp), Onyx (50 gp),
Opal (400 gp), Peridot (55 gp), Red Spinel (60 gp), Rhodochrosite (10 gp),
Rhodochrosite (12 gp), Shell (12 gp), Turquoise (9 gp); Potion of Sanctuary
(cr, 50 gp), Scroll of Bear's Endurance (cr, 150 gp), Scroll of Eagle's
Splendor (cr, 150 gp), Scroll of Protection from Evil (cr, 25 gp), Scroll of
Remove Fear (cr, 25 gp), Wand of Animate Rope (cr, 750 gp), Wand of
Ghost Sound (cr, 375 gp) (design provides clue to function); hoard total
9409 gp
Room #98
North Entry
East Entry
Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Archway
Empty
Room #99
North Entry
East Entry
South Entry #1
South Entry #2
South Entry #3
Room Features
Room #100
North Entry
East Entry #1
Archway
Trapped and Unlocked Iron Door (hard 10, 60 hp)
Poisoned Pit Trap: CR 12; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 50 ft. deep pit
(5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target
for 1d6+5 damage each plus shadow essence [injury, Fort DC 17, 1/rd.
for 6 rds., 1 Str drain/1d2 Str, 1 save]); DC 25 Reflex avoids; multiple
targets (all targets in a 10 ft. square area)
East Entry #2
South Entry
Room Features
Room #101
Someone has scrawled "There is no way out" in dwarvish runes on the south
wall, The south and west walls are covered with slime
Room #101
North Entry
East Entry
Room Features
Monster
Room #102
East Entry #1
East Entry #2
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
East Entry #3
South Entry
Trap
Hidden Treasure
Archway
Energy Drain Trap: CR 10; magic; Perception DC 34; Disable Device DC
34; Trigger visual (true seeing); Reset none; Effect spell effect (energy
drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23
Fortitude negates after 24 hours)
Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
64 pp, 615 gp, 40 sp; Deep Blue Spinel (120 gp), Moonstone (55 gp), Opal
(500 gp), Peridot (50 gp), Rock Quartz (10 gp), Rose Quartz (60 gp), Shell (9
gp), Shell (12 gp), Smoky Quartz (55 gp), Turquoise (10 gp); Bronze flagon
with warrior images (50 gp), Carved jade idol (80 gp), Engraved jade scarab
(85 gp), Engraved mithral scarab (400 gp), Gold mask (450 gp), Ivory
drinking horn with silver ends (110 gp), Painted paper fan with silver slats
(20 gp), Painting of a noblewoman (50 gp), Set of six ivory dice (30 gp),
Silver brazier with religious markings (80 gp), Silver mask (75 gp), Silver
statue of a dragon (65 gp); Potion of Owl's Wisdom (cr, 300 gp), Potion of
Remove Fear (cr, 50 gp), Scroll of Open/Close (cr, 12 gp 5 sp), Scroll of
Owl's Wisdom (cr, 150 gp), Scroll of Vanish (apg, 25 gp), Wand of Entangle
(cr, 750 gp) (inscription provides clue to function), Wand of Lesser
Confusion (cr, 750 gp) (inscription provides clue to function); hoard total
5672 gp 5 sp
Room #103
East Entry #1
East Entry #2
Archway
Leads to room #72
Empty
Room #104
North Entry
Archway
Room #104
North Entry
West Entry #1
West Entry #2
Locked Bone Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
West Entry #3
Locked Bone Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Room Features
Room #105
Archway
North Entry
A magical statue in the east side of the room speaks riddles and cryptic
prophecies, A pile of iron blobs lies in the south-west corner of the room
Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp)
Contact Poison: CR 8; mechanical; Perception DC 22; Disable Device
DC 24; Trigger touch; Reset none; Effect contact poison (malyass root
paste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1
save])
Monster
8 x Fire Mephit
Fire mephit: CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4
natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3
and 1d4 fire, claw); Full Atk +4 melee (1d3 and 1d4 fire, 2 claws);
Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon
mephit; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire,
fast healing 2, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str
10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy
+4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3
with bindings); Dodge, Improved Initiative
Treasure: 16 gp, 130 sp; Potion of Magic Fang (cr, 50 gp), Scroll of Daze
(cr, 12 gp 5 gp), Scroll of True Strike (cr, 25 gp); hoard total 116 gp
Room #106
North Entry
West Entry
East Entry
South Entry
Monster
10 x Vargouille
Vargouille: CR 2, XP 600; NE Small Outsider (evil, extraplanar); Init +1;
Senses darkvision 60 ft.; Perception +7; AC 15, touch 12, flat-footed 14; (+1
Dex, +3 natural, +1 size); hp 19 (3d10+3); Fort +4, Ref +4, Will +2; Speed
fly 30 ft. (good); Melee bite +5 (1d4 plus poison); SA kiss, poison, shriek;
Str 10, Dex 13, Con 13, Int 5, Wis 12, Cha 8; Base Atk +3, CMB +2, CMD
13
Skills and Feats: Fly +13, Intimidate +5, Perception +7, Stealth +8; Skill
Focus (Stealth), Weapon Finesse