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The Chambers of Eldritch Doom 10

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The Chambers of Eldritch Doom

Level 10

General

Dungeon Walls

Superior Masonry (Climb DC 25)

Dungeon Floor

Uneven Flagstone (Balance DC 10 to charge or run)

Temperature

Illumination

Corridors

Wandering
Monsters

Room #1

Severe Cold (unprotected creatures must succeed on a Fortitude saving


throw every 10 minutes (DC 15, +1 per previous check) or take 1d6 points
of non-lethal damage; creatures wearing winter clothing only check every
hour; a creature that takes any non-lethal damage from cold exposure
suffers from hypothermia and is fatigued)
Dark (individual creatures may carry lights)

Scythe Blade: CR 8; mechanical; Perception DC 24; Disable Device DC 22;


Trigger location; Reset manual; Effect Atk +11 melee (8d6/19-20); multiple
targets (all targets in a 5 ft. radius arc)

Heavy Chain Flail: CR 9; mechanical; Perception DC 26; Disable Device


DC 26; Trigger location; Reset repair; Effect Atk +15 melee (9d6 and
knocked prone); multiple targets (all targets in a 5 ft. radius burst)

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)

Burning torches in iron sconces line the corridor

A 10-foot wide chasm cuts across the corridor

Large Electrified Floortile: CR 10; magic; Perception DC 26; Disable


Device DC 28; Trigger location; Reset none; Effect electric shock (11d6
electricity damage, DC 18 Reflex save for half damage); multiple targets
(all targets in a 20 ft. sqare)

Several corpses are impaled upon iron spikes on the ceiling

Part of the ceiling has collapsed into the corridor

A group of demonic faces have been carved into the walls

A group of demonic faces have been carved into the walls

Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable Device


DC 20; Trigger location; Reset repair; Effect poison gas (insanity mist
[inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss; onset
delay (1 round); multiple targets (all targets in a 10 ft. square area)

A group of demonic faces have been carved into the walls

A putrid odor fills the corridor

1 x Clay Golem, wandering senselessly

13 x Shadow, consumed by disease and madness

5 x Succubus, scouting from another part of the dungeon

1 x Bebilith, searching for an object stolen from their lair

2 x Drider, searching for an object stolen from their lair

4 x Succubus, hunting for food

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

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 #25
North Entry #2
East Entry
South Entry

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


Unlocked Bone Door (hard 5, 20 hp)
Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)
Contact Poison: CR 10; mechanical; Perception DC 26; Disable Device
DC 26; Trigger touch; Reset none; Effect contact poison (nitharit
[contact, Fort DC 13, onset 1 min., 1/min. for 6 min., 1d3 Con, 1 save])

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

Unlocked Iron Door (hard 10, 60 hp)


Leads to room #8

South Entry
Monster

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


9 x Dretch
Dretch: CR 2, XP 600; CE Small Outsider (chaotic, demon, evil,
extraplanar); Init +0; Senses darkvision 60 ft.; Perception +5; AC 14, touch
11, flat-footed 14 (+3 natural, +1 size); hp 18 (2d10+7); Fort +5, Ref +0,
Will +3; DR 5/cold iron or good; Immune electricity, poison; Resist acid 10,
cold 10, fire 10; Speed 20 ft.; Melee 2 claws +4 (1d4+1), bite +4 (1d4+1);
SA spell-like abilities CL 2nd; Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha
11; Base Atk +2, CMB +2, CMD 12
Skills and Feats: Escape Artist +5, Perception +5, Stealth +9; Toughness

Room #7

West Entry #1

Unlocked Bone Door (hard 5, 20 hp)

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

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

South Entry #2

Unlocked Iron Door (hard 10, 60 hp)

Leads to room #36


Room Features
Monster

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

Unlocked Iron Door (hard 10, 60 hp)

North Entry #2

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

West Entry

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

South Entry #1

Archway

South Entry #2

Unlocked Iron Door (hard 10, 60 hp)


Leads to room #6, inhabited by 9 x Dretch

Room #9

South Entry #3

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Unlocked Bone Door (hard 5, 20 hp)


Trapped Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Guillotine Blade: CR 9; mechanical; Perception DC 24; Disable Device
DC 26; Trigger location; Reset manual; Effect Atk +13 melee (8d6/1920)

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

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #27

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

Unlocked Iron Door (hard 10, 60 hp)

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

Unlocked Bone Door (hard 5, 20 hp)


A magical shrine in the west side of the room grants greater charisma to
whomever sacrifices a gemstone (but only once), Numerous pillars line the
east wall

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

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

Unlocked Bone Door (hard 5, 20 hp)


A mural of arcane patterns covers the ceiling, A pile of rotten rope lies in
the north-east corner of the room
4 x Gelatinous Cube
Gelatinous Cube: CR 3, XP 800; N Large Ooze; Init -5; Senses blindsight 60
ft.; Perception -5; AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size); hp 50
(4d8+32); Fort +9, Ref -4, Will -4; Immune electricity, ooze traits; Speed 15
ft.; Melee slam +2 (1d6 plus 1d6 acid); Space 10 ft.; Reach 5 ft.; SA engulf,
paralysis; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1; Base Atk +3, CMB +4,
CMD 9 (can't be tripped); SQ transparent
Treasure: 32 pp, 190 gp; Scroll of Prestidigitation (cr, 12 gp 5 gp), Wand of
Magic Missile (cr, 750 gp); hoard total 1272 gp

Trap

Chamber of Blades Trap: CR 10; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Duration 1d4 rounds; Reset repair; Effect
Atk +20 melee (3d8+3); multiple targets (all targets in a 20 ft. square area)

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

Secret (Search DC 20) Unlocked Iron Door (hard 10, 60 hp)


The door is concealed behind a pile of broken stone

North Entry #3
West Entry

Unlocked Stone Door (hard 8, 60 hp)


Archway

Empty

Room #16

North Entry
West Entry

Room #17

Unlocked Iron Door (hard 10, 60 hp)


Archway

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

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

West Entry

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


Leads to room #99

East Entry
South Entry

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


Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

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

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


11 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

Room #19

West Entry

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


Leads to room #44, inhabited by 6 x Babau

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

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

East Entry

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


Leads to room #83, inhabited by 10 x Shadow

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

Unlocked Bone Door (hard 5, 20 hp)


Secret (Search DC 20) Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
The door is concealed behind a statue of an armored warrior, and
opened by moving his sword

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

Unlocked Iron Door (hard 10, 60 hp)

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

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


6 x Mummy

Mummy: CR 5, XP 1600; LE Medium Undead; Init +0; Senses darkvision 60


ft.; Perception +16; Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC
16 negates); AC 20, touch 10, flat-footed 20 (+10 natural); hp 60 (8d8+24);
Fort +4, Ref +2, Will +8; DR 5/-; Immune undead traits; Weak vulnerable to
fire; Speed 20 ft.; Melee slam +14 (1d8+10 plus mummy rot); Str 24, Dex
10, Con -, Int 6, Wis 15, Cha 15; Base Atk +6, CMB +13, CMD 23
Skills and Feats: Perception +16, Stealth +11; Power Attack, Toughness,
Skill Focus (Perception), Weapon Focus (slam)
Treasure: 90 pp, 892 gp, 30 sp; Garnet (110 gp), Green Spinel (55 gp), Ivory
(50 gp), Obsidian (9 gp), Obsidian (11 gp), Opal (500 gp), Sardonyx (50 gp);
Masterwork Composite Shortbow (+1 Str bonus) (450 gp); Scroll of
Blindness/Deafness (cr, 150 gp), Scroll of Bull's Strength (cr, 150 gp), Scroll
of Eagle's Splendor (cr, 150 gp), Wand of Endure Elements (cr, 750 gp),
Wand of Mage Hand (cr, 375 gp), Wand of Prestidigitation (cr, 375 gp)
(design provides clue to function); hoard total 4980 gp

Room #24

North Entry

Archway

South Entry

Unlocked Bone Door (hard 5, 20 hp) (slides up, +2 to break DC)

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

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

East Entry #2

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

South Entry #1

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

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

Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)


A bookcase and concealed door pivots smoothly

West Entry #2

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

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)

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)
East Entry #3

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

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #10, inhabited by 1 x Spirit Naga

West Entry #1

Unlocked Bone Door (hard 5, 20 hp)

West Entry #2

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #53, inhabited by 2 x Drider

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

Unlocked Bone Door (hard 5, 20 hp)

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

Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)


The door is located several feet above the floor and concealed by an
illusion
Leads to room #46, inhabited by 11 x Yeth Hound

Room Features

Room #31

North Entry

Spirals of blue stones cover the floor, Mysterious levers and mechanisms
cover the east and west walls

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


Leads to room #100

South Entry #1

Unlocked Iron Door (hard 10, 60 hp)

South Entry #2

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

South Entry #3

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

South Entry #4

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

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

Trapped and Unlocked Bone Door (hard 5, 20 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)

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

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Stuck Bone Door (break DC 23; hard 5, 20 hp)
Leads to room #75

Empty

Room #34

West Entry

Unlocked Iron Door (hard 10, 60 hp)


Leads to room #42

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

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

North Entry #3

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Earthmaw Trap: CR 9; magic; Perception DC 24; Disable Device DC
22; Trigger location; Reset none; Effect earthmaw (7d6 damage, DC 12
Reflex save for half damage)

South Entry
Room Features

Room #36

North Entry

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Someone has scrawled "Johny's Company killed seventeen ghouls here" on
the east wall, The south and east walls are covered with sword cuts

Unlocked Iron Door (hard 10, 60 hp)


Leads to room #7, inhabited by 11 x Troll

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

Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)


Camouflaged Spiked Pit Trap: CR 8; mechanical; Perception DC 25;

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)
Room Features

A set of demonic war masks hangs on the east wall, A carved stone statue
stands in the north side of the room

Trap

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)

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

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

East Entry #2

Unlocked Bone Door (hard 5, 20 hp)

South Entry #1

Unlocked Iron Door (hard 10, 60 hp)

South Entry #2

Trapped and Unlocked Iron Door (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

Room #38

North Entry

Several square holes are cut into the ceiling and floor, Spirals of gray
stones cover the floor

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

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

West Entry

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


Leads to room #106, inhabited by 10 x Vargouille

South Entry #1

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

South Entry #2

Archway

Empty

Room #40

West Entry #1

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

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

Unlocked Bone Door (hard 5, 20 hp)


Stuck Bone Door (break DC 23; hard 5, 20 hp)
Several iron cages are scattered throughout the room, Someone has
scrawled a crude drawing of a nymph on the east wall
4 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: 26 gp; Gold chess set (500 gp); Masterwork Greataxe (320 gp),
Masterwork Scale Mail (200 gp); Potion of Endure Elements (cr, 50 gp),
Potion of Virtue (cr, 25 gp); hoard total 1121 gp

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

Unlocked Iron Door (hard 10, 60 hp)


Leads to room #34, inhabited by 2 x Vampire

Empty

Room #43

Room #44

North Entry #1

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

North Entry #2

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

South Entry #1

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

South Entry #2

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

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

Unlocked Bone Door (hard 5, 20 hp)


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 #80

East Entry

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


Leads to room #19

South Entry
Monster

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


6 x Babau
Babau: CR 6, XP 2400; CE Medium Outsider (chaotic, demon, evil,
extraplanar); Init +5; Senses darkvision 60 ft., see invisibility; Perception
+19; AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural); hp 73 (7d10+35);
Fort +10, Ref +6, Will +5; DA protective slime; DR 10/cold iron or good;
Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17; Speed
30 ft.; Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7
(1d8+7/x3), bite +7 (1d6+2); Space 5 ft.; Reach 5 ft. (10 ft. with longspear);
SA sneak attack +2d6, spell-like abilities CL 7th; Str 21, Dex 13, Con 20,
Int 14, Wis 13, Cha 16; Base Atk +7, CMB +12, CMD 23
Skills and Feats: Acrobatics +11, Climb +12, Disable Device +11, Escape
Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth
+22; Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth)
Treasure: 350 pp, 2221 gp; Carved ivory scroll case (60 gp), Gold flagon
with religious markings (500 gp), Gold statue of a lion (110 gp), Ivory bowl
with animal carvings (40 gp), Set of six silver dice (75 gp), Silver chess set
(50 gp); Scroll of Mirror Image (cr, 150 gp), Wand of Mage Hand (cr, 375
gp) (design provides clue to function); hoard total 7081 gp

Room #45

North Entry

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

South Entry

Unlocked Iron Door (hard 10, 60 hp)

Empty

Room #46

North Entry

Secret (Search DC 30) Unlocked Bone Door (hard 5, 20 hp)


The door is located several feet above the floor and concealed by an
illusion
Leads to room #30

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

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

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

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


A magical pool in the east side of the room ages whomever drinks from it
(but only once), A stone stair ascends towards the west wall

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Guillotine Blade: CR 9; mechanical; Perception DC 22; Disable Device
DC 24; Trigger location; Reset manual; Effect Atk +11 melee (8d6/1920)
Leads to room #106, inhabited by 10 x Vargouille

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

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

West Entry

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

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

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

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

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

Room Features
Monster

A stream of blood flows along a channel in the floor, Someone has


scrawled "It's a trap" on the east wall
9 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: 32 pp, 243 gp; Aquamarine (400 gp), Aquamarine (600 gp),
Carnelian (45 gp), Deep Blue Spinel (110 gp), Peridot (45 gp), Red Spinel
(60 gp), Sardonyx (60 gp), Tourmaline (70 gp); Masterwork Dagger (302 gp),
Masterwork Heavy Crossbow (350 gp), Masterwork Light Mace (305 gp),
Masterwork Spear (302 gp); Scroll of Frostbite (um, 25 gp), Wand of
Protection from Good (cr, 750 gp); hoard total 3987 gp

Room #53

North Entry #1

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

North Entry #2

Unlocked Bone Door (hard 5, 20 hp)


Leads to room #82

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

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

West Entry #4

Archway

East Entry

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #27

South Entry

Trapped and Stuck Bone Door (break DC 23; hard 5, 20 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)

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

A stone sarcophagus sits in the north-west corner of the room, A scratching


sound can be faintly heard near the north wall
Rune of Paralyzation: CR 8; magic; Perception DC 24; Disable Device DC
26; Trigger proximity (alarm); Reset none; Effect paralyzation (paralyzed for
1d4 rounds, DC 16 Fort save negates); multiple targets (all targets in a 10
ft. radius burst)

Trapped and Unlocked Bone Door (hard 5, 20 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)
Leads to room #81

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

Unlocked Iron Door (hard 10, 60 hp)


2 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: 26 pp, 316 gp; Masterwork Breastplate (350 gp), Masterwork Dart
(300 gp 5 sp), Masterwork Heavy Crossbow (350 gp), Masterwork
Longsword (315 gp); Oil of Erase (cr, 50 gp), Potion of Pass without Trace
(cr, 50 gp), Scroll of Resist Energy (cr, 150 gp), Wand of Cure Light Wounds
(cr, 750 gp); hoard total 2891 gp 5 sp

Room #59

North Entry

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

South Entry

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

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

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

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

Trapped and Unlocked Bone Door (hard 5, 20 hp)


One-way Door: CR 9; mechanical; Perception DC 26; Disable Device
DC 22

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

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

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

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


4 x Shadow Demon

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

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #87, inhabited by 3 x Shadow Demon

East Entry
South Entry
Room Features
Monster

Unlocked Iron Door (hard 10, 60 hp)


Stuck Bone Door (break DC 23; hard 5, 20 hp)
The floor is covered in square tiles, alternating white and black, A circle of
tall stones stands in the east side of the room
11 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: 154 gp, 90 sp; Alabaster (9 gp), Black Pearl (550 gp), Carnelian
(55 gp), Chrysoberyl (120 gp), Coral (100 gp), Green Spinel (50 gp), Onyx
(65 gp), Peridot (40 gp), Pyrite (13 gp), Sardonyx (55 gp), Topaz (400 gp);
Masterwork Longbow (375 gp); Oil of Light (cr, 25 gp), Scroll of Cure Light
Wounds (cr, 25 gp), Scroll of Slow (cr, 375 gp), Scroll of Summon Swarm
(cr, 150 gp), Wand of Enlarge Person (cr, 750 gp), Wand of Enlarge Person
(cr, 750 gp) (inscription provides clue to function), Wand of Purify Food
and Drink (cr, 375 gp); hoard total 4445 gp

Room #65

North Entry #1

Unlocked Iron Door (hard 10, 60 hp)

North Entry #2

Unlocked Bone Door (hard 5, 20 hp)

West Entry #1

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

West Entry #2

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

East Entry

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


Symbol of Hypnosis: CR 12; magic; Perception DC 26; Disable Device
DC 24; Trigger proximity (alarm); Reset none; Effect hypnosis (dazed
for 1d4 rounds, DC 16 Will save negates); multiple targets (all targets
in a 10 ft. radius burst)

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

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

South Entry

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

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

Secret (Search DC 20) Unlocked Bone Door (hard 5, 20 hp)


The door is concealed within the mouth of a gargantuan skull carved
from stone

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

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

South Entry

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

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

Unlocked Iron Door (hard 10, 60 hp)

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

Unlocked Bone Door (hard 5, 20 hp)

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

Unlocked Iron Door (hard 10, 60 hp)


Stuck Bone Door (break DC 23; hard 5, 20 hp)
A stone dais sits in the center of the room, Knocking can be heard in the
east side of the room
2 x Drider
Drider: CR 7, XP 3200; CE Large Aberration; Init +2; Senses darkvision 120

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: 4 pp, 50 gp; Aquamarine (650 gp), Chrysoberyl (90 gp), Jasper (50
gp), Rose Quartz (55 gp); Masterwork Studded Leather Armor (175 gp);
Scroll of Suffocation (apg, 1125 gp), Wand of Lesser Restoration (cr, 4500
gp); hoard total 6735 gp

Room #72

North Entry

Unlocked Bone Door (hard 5, 20 hp)


Leads to room #84, inhabited by 4 x Succubus

West Entry

Archway
Leads to room #103

East Entry

Unlocked Bone Door (hard 5, 20 hp)


Leads to room #30

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

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

Empty

Room #74

North Entry
East Entry

Unlocked Bone Door (hard 5, 20 hp)


Archway

Empty

Room #75

West Entry

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


Leads to room #33

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

Trapped and Stuck Bone Door (break DC 23; hard 5, 20 hp)


One-way Door: CR 10; mechanical; Perception DC 24; Disable Device
DC 24

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

Unlocked Stone Door (hard 8, 60 hp)


An iron chandelier hangs from the ceiling in the north-east corner of the
room, Several pieces of rotten leather are scattered throughout the room
Earthquake Trap: CR 12; magic; Perception DC 28; Disable Device DC 26;
Trigger location; Reset none; Effect earthquake (11d6 damage, DC 14
Reflex save for half damage); multiple targets (all targets in a 40 ft. radius
burst)
Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
300 pp, 2268 gp, 460 sp, 2400 cp; Alabaster (8 gp), Malachite (9 gp),
Malachite (13 gp), Red Spinel (45 gp), Rock Quartz (9 gp), Sard (60 gp);
Copper brazier with religious markings (50 gp); Oil of Bless Weapon (cr, 50
gp), Potion of Guidance (cr, 25 gp); hoard total 5607 gp

Room #79

Room #80

South Entry

Unlocked Bone Door (hard 5, 20 hp)

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

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

North Entry #2

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

West Entry

Unlocked Bone Door (hard 5, 20 hp)

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

Trapped and Unlocked Bone Door (hard 5, 20 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)
Leads to room #55, inhabited by 12 x Yeth Hound

Room #82

South Entry #2

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

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

Unlocked Bone Door (hard 5, 20 hp)


Leads to room #53, inhabited by 2 x Drider

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

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


Leads to room #20, inhabited by 6 x Yeth Hound

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

(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: 26 pp, 304 gp; Masterwork Shortsword (310 gp), Masterwork
Trident (315 gp); Scroll of Acid Arrow (cr, 150 gp), Scroll of Daze Monster
(cr, 150 gp), Scroll of Remove Fear (cr, 25 gp), Scroll of Summon Nature's
Ally III (cr, 375 gp), Wand of Cure Light Wounds (cr, 750 gp), Wand of Ray
of Enfeeblement (cr, 750 gp) (design provides clue to function), Wand of
Ray of Frost (cr, 375 gp), Wand of Shocking Grasp (cr, 750 gp); hoard total
4514 gp
Hidden Treasure

Trapped and Unlocked Iron Chest (hard 10, 60 hp)


Insanity Mist Trap: CR 8; mechanical; Perception DC 25; Disable Device
DC 20; Trigger location; Reset repair; Effect poison gas (insanity mist
[inhaled, Fort DC 15, 1/rd. for 6 rds., 1d3 Wis, 1 save]); never miss; onset
delay (1 round); multiple targets (all targets in a 10 ft. square area)
91 pp, 810 gp, 160 sp, 900 cp; Bloodstone (35 gp), Chrysoberyl (130 gp),
Deep Blue Spinel (90 gp), Milky Quartz (50 gp), Opal (350 gp), Opal (600
gp), Rose Quartz (40 gp), Zircon (55 gp); Silver noble family seal (60 gp);
Potion of Virtue (cr, 25 gp), Scroll of Cure Moderate Wounds (cr, 150 gp),
Scroll of Misdirection (cr, 150 gp), Scroll of True Strike (cr, 25 gp), 2 x
Wand of Cure Light Wounds (cr, 750 gp), Wand of Magic Missile (cr, 750
gp) (design provides clue to function); hoard total 5755 gp

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

Unlocked Bone Door (hard 5, 20 hp)


Leads to room #72

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

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


9 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: Carved ivory scroll case (60 gp); Masterwork Heavy Steel Shield
(170 gp); hoard total 230 gp

Room #86

East Entry

Archway
Leads to room #13

South Entry
Room Features

Room #87

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


A stone stair ascends towards the north wall, Someone has scrawled a
basic map of the dungeon on the west wall

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

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #64, inhabited by 11 x Shadow

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

+13, CMB +21, CMD 30

Room #89

East Entry #1

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

East Entry #2

Unlocked Bone Door (hard 5, 20 hp)

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

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

Empty

Room #90

North Entry
Monster

Unlocked Bone Door (hard 5, 20 hp)


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: 7 pp, 80 gp; Aquamarine (350 gp), Garnet (80 gp), Ivory (35 gp),
Moonstone (50 gp); Masterwork Leather Armor (160 gp); Scroll of Harm (cr,
1650 gp), Wand of Alter Self (cr, 4500 gp) (design provides clue to
function); hoard total 6975 gp

Trap

Chamber of Blades Trap: CR 10; mechanical; Perception DC 25; Disable


Device DC 20; Trigger location; Duration 1d4 rounds; Reset repair; Effect
Atk +20 melee (3d8+3); multiple targets (all targets in a 20 ft. square area)

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

Unlocked Iron Door (hard 10, 60 hp)

South Entry #1

Unlocked Iron Door (hard 10, 60 hp)

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

Shocking Floor Trap: CR 9; magic; Perception DC 26; Disable Device DC


26; Trigger proximity (alarm); Duration 1d6 rounds; Reset none; Effect spell
effect (shocking grasp, Atk +9 melee touch, 4d6 electricity damage);
multiple targets (all targets in a 40 ft. square area)

Unlocked Bone Door (hard 5, 20 hp)

West Entry

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

South Entry

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


Leads to room #96

Room Features
Monster

A magical statue in the north-west corner of the room answers questions


with insults, A stone sarcophagus sits in the north-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

+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

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


Fire Spray: CR 9; magic; Perception DC 22; Disable Device DC 24;
Trigger proximity (alarm); Reset none; Effect fire spray (8d6 fire
damage, DC 12 Reflex save for half damage)

Empty

Room #95

North Entry

Trapped and Unlocked Iron Door (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)

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)

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


Leads to room #93, inhabited by 1 x Bebilith

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

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

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

Bone Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)


Leads to room #11

East Entry
Room Features

Monster

Unlocked Stone Door (hard 8, 60 hp)


A magical pool in the north-west corner of the room restores youth to
whomever drinks from it (but only once), The floor is covered in square
tiles, alternating white and black
4 x Greater Shadow

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

Unlocked Iron Door (hard 10, 60 hp)


Stuck Bone Door (break DC 23; hard 5, 20 hp)
Leads to room #17, inhabited by 12 x Yeth Hound

South Entry #1

Unlocked Bone Door (hard 5, 20 hp)

South Entry #2

Unlocked Iron Door (hard 10, 60 hp)

South Entry #3

Trapped and Unlocked Iron Door (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)

Room Features

Room #100

North Entry
East Entry #1

The ceiling is covered with cobwebs, Several torches are scattered


throughout the room

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

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


Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Leads to room #31, inhabited by 4 x Black Pudding

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

Unlocked Bone Door (hard 5, 20 hp)


Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
A narrow ledge runs along the walls, Someone has scrawled "I'd rather be
at the Shepherd and Flagon" on the west wall
7 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: 22 pp, 250 gp, 90 sp; Aquamarine (450 gp), Chrysoberyl (110 gp),
Green Spinel (55 gp), Ivory (35 gp), Obsidian (8 gp), Rhodochrosite (13 gp),
Rose Quartz (55 gp); Masterwork Light Hammer (301 gp), Masterwork
Sickle (306 gp); Oil of Animate Rope (cr, 50 gp), Oil of Light (cr, 25 gp),
Potion of Stabilize (cr, 25 gp), Scroll of Identify (cr, 25 gp), Scroll of
Summon Monster I (cr, 25 gp), Scroll of Summon Swarm (cr, 150 gp),
Shortspear (+1 weapon) (sheds light) (2301 gp), Splint Mail (+1 armor) (1350
gp), Wand of Protection from Chaos (cr, 750 gp); hoard total 6513 gp

Room #102

East Entry #1

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

East Entry #2

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

East Entry #3

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

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

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

East Entry #2

Archway
Leads to room #72

Empty

Room #104

North Entry

Archway

Room #104

North Entry
West Entry #1

Unlocked Iron Door (hard 10, 60 hp)

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

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

West Entry

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

East Entry

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


Leads to room #39

South Entry

Trapped and Unlocked Iron Door (hard 10, 60 hp)


Guillotine Blade: CR 9; mechanical; Perception DC 22; Disable Device
DC 24; Trigger location; Reset manual; Effect Atk +11 melee (8d6/1920)
Leads to room #48, inhabited by 5 x Shadow Demon

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

The Chambers of Eldritch Doom


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