the secret tomb of belial the horrendous 01

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Pathfinder RPG Random Dungeon Level 1

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  • The Secret Tomb of Belial the Horrendous

    Level 1

  • General Dungeon Walls Masonry (Climb DC 20)

    Dungeon Floor Flagstone

    Temperature Average

    Illumination Average (shadowy in corridors, lamps or torches in most rooms)

    Corridors a Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)

    c Someone has scrawled "Look to the left" here

    e Skeletons hang from chains and manacles against the walls

    i Someone has scrawled "Don't sleep" here

    m Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6 fallingdamage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

    n Burning torches in iron sconces line the corridor

    r Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6 fallingdamage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

    s A briny odor fills the corridor

    u Scythe Blade: CR 2; mechanical; Perception DC 20; Disable Device DC 22;Trigger location; Reset manual; Effect Atk +10 melee (1d6/19-20); multipletargets (all targets in a 5 ft. radius arc)

    v Rusting iron spikes line the walls

    w Blood drips from the ceiling

    x A whistling noise fills the corridor

    z A chirping noise fills the corridor

    WanderingMonsters

    1 1 x Svirfneblin, bloodied and fleeing a more powerful enemy

    2 3 x Orc, searching for an object stolen from their lair

    3 1 x Homunculus, bloodied and fleeing a more powerful enemy

    4 1 x Spider Swarm, investigating a strange noise

    5 3 x Goblin, actively patrolling their territory

    6 1 x Giant Spider, trying to lure the party into an ambush

    Room #1 South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features The scent of smoke fills the room, A dulled dagger lies in the north-eastcorner of the room

    Room #2 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 tobreak DC)

  • North Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    North Entry #3 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

    One-way Door: CR 2; mechanical; Perception DC 22; Disable DeviceDC 20

    West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magicallyreinforced, +10 to break DC)

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

    South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1to break DC)

    Room Features A carved stone statue stands in the south side of the room, A cold spot canbe felt in the south side of the room

    Monster 1 x Goblin Dog

    Goblin Dog: CR 1, XP 400; N Medium Animal; Init +2; Senses low-lightvision, scent; Perception +1; AC 13, touch 12, flat-footed 11 (+2 Dex, +1natural); hp 9 (1d8+5); Fort +4, Ref +4, Will +1; Immune disease; Speed 50ft.; Melee bite +2 (1d6+3 plus allergic reaction); Str 15, Dex 14, Con 15,Int 2, Wis 12, Cha 8; Base Atk +0, CMB +2, CMD 14

    Skills and Feats: Stealth +6; Toughness

    Room #3 West Entry #1 Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device

    DC 26; Trigger proximity (alarm); Reset none; Effect spell effect(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);multiple targets (all targets in a 15 ft. cone)

    West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)

    Leads to room #164, inhabited by 1 x Troglodyte

    Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28;hard 10, 60 hp)

    22 gp, 280 sp; Ivory drinking horn with copper ends (60 gp), Set of six ivorydice (30 gp); Oil of Magic Weapon (cr, 50 gp), Scroll of Bleed (cr, 12 gp 5sp), Scroll of Magic Weapon (cr, 25 gp); hoard total 227 gp 5 sp

    Room #4 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #44, inhabited by 1 x Svirfneblin

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

    Symbol of Panic: CR 1; magic; Perception DC 20; Disable Device DC22; Trigger proximity (alarm); Reset none; Effect fear (panicked for 1d4rounds, DC 12 Will save negates); multiple targets (all targets in a 10ft. radius burst)

    Empty

    Room #5 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features A magical mirror on the east wall speaks riddles and cryptic prophecies,Ghostly music can be heard in the south side of the room

    Trap Rune of Hypnosis: CR 2; magic; Perception DC 20; Disable Device DC 22;Trigger proximity (alarm); Reset none; Effect hypnosis (fascinated for 1d4rounds, DC 12 Will save negates); multiple targets (all targets in a 10 ft.radius burst)

  • radius burst)

    Room #6 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

    One-way Door: CR 2; mechanical; Perception DC 22; Disable DeviceDC 20

    East Entry #1 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    Leads to room #32East Entry #2 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)

    A bookcase and concealed door pivots smoothly

    Monster 1 x Goblin Dog

    Goblin Dog: CR 1, XP 400; N Medium Animal; Init +2; Senses low-lightvision, scent; Perception +1; AC 13, touch 12, flat-footed 11 (+2 Dex, +1natural); hp 9 (1d8+5); Fort +4, Ref +4, Will +1; Immune disease; Speed 50ft.; Melee bite +2 (1d6+3 plus allergic reaction); Str 15, Dex 14, Con 15,Int 2, Wis 12, Cha 8; Base Atk +0, CMB +2, CMD 14

    Skills and Feats: Stealth +6; Toughness

    Room #7 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 tobreak DC)

    West Entry Archway

    Leads to room #102East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 tobreak DC)

    Empty

    Room #8 North Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable Device

    DC 20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    East Entry Archway

    South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)

    Leads to room #173, inhabited by 2 x Goblin

    Room Features Burning torches in iron sconces line the south wall, A sour odor fills thecenter of the room

    Room #9 North Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

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

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

    South Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)(slides up, +2 to break DC)

  • (slides up, +2 to break DC)

    A bookcase and concealed door pivots smoothly

    Room Features A magical mosaic on the south wall can be used to scry upon any knownindividual within the dungeon, Burning torches in iron sconces line thenorth and south walls

    Monster 2 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

    Feats: Improved Initiative

    Room #10 North Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to liftDC)

    North Entry #3 Trapped and Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,60 hp)

    Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC27; Trigger proximity (alarm); Reset none; Effect spell effect (acidarrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

    South Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

    Leads to room #81, inhabited by 3 x Orc

    Room Features Knocking fills the room, Several pieces of trash are scattered throughoutthe room

    Room #11 West Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)

    Empty

    Room #12 North Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;hard 5, 10 hp)

    Guillotine Blade: CR 3; mechanical; Perception DC 22; Disable DeviceDC 20; Trigger location; Reset manual; Effect Atk +12 melee (2d6/19-20)

    Leads to room #57, inhabited by 5 x GoblinNorth Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)

    Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    North Entry #3 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)

    Leads to room #54, inhabited by 4 x DuergarSouth Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features Numerous pillars line the north wall, A toppled statue lies in the north-eastcorner of the room

    Monster 1 x Skum (Ulat-Kini)

  • Monster 1 x Skum (Ulat-Kini)

    Skum (Ulat-Kini): CR 2, XP 600; LE Medium Monstrous Humanoid (aquatic);Init +1; Senses darkvision 60 ft.; Perception +5; AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural); hp 20 (2d10+9); Fort +3, Ref +4, Will +3;Resist cold 10; Speed 20 ft., swim 40 ft.; Melee trident +4 (1d8+2), claw +2(1d4+1), bite +2 (1d6+1); Ranged trident +3 (1d8+2); Str 15, Dex 13, Con17, Int 10, Wis 10, Cha 6; Base Atk +2, CMB +4, CMD 15; SQ amphibious

    Skills and Feats: Intimidate +3, Perception +5 (+9 underwater), Stealth +6(+10 underwater), Swim +15; Multiattack, Toughness

    Treasure: 24 pp, 271 gp, 20 sp; Lapis Lazuli (12 gp), Rhodochrosite (10 gp);hoard total 535 gp

    Room #13 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (magicallyreinforced, +10 to break DC)

    South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    Monster 1 x Troglodyte

    Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Sensesdarkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref-1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3(1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11

    Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude

    Treasure: 25 gp, 110 sp, 1300 cp; Masterwork Leather Armor (160 gp);hoard total 209 gp

    Trap Net Trap: CR 2; mechanical; Perception DC 22; Disable Device DC 22;Trigger location; Reset manual; Effect Atk +10 ranged (grappled, EscapeArtist DC 20 to escape); multiple targets (all targets in a 10 ft. square area)

    Room #14 West Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device

    DC 26; Trigger proximity (alarm); Reset none; Effect spell effect(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);multiple targets (all targets in a 15 ft. cone)

    Leads to room #52South Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10

    hp) (slides up, +2 to break DC)

    Room Features Several alcoves are cut into the north wall, An iron chandelier hangs fromthe ceiling in the north side of the room

    Monster 1 x Bat Swarm

    Bat Swarm: CR 2, XP 600; N Diminutive Animal (swarm); Init +2; Sensesblindsense 20 ft., low-light vision; Perception +15; AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size); hp 13 (3d8); Fort +3, Ref +7, Will +3; DAswarm traits; Immune weapon damage; Speed 5 ft., fly 40 ft. (good); Meleeswarm (1d6); Space 10 ft.; Reach 0 ft.; SA distraction (DC 11), wounding;Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4; Base Atk +2, CMB --, CMD --;SQ swarm traits

    Skills and Feats: Fly +12, Perception +15; Lightning Reflexes, Skill Focus(Perception)

    Room #15 West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)

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

    South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;hard 5, 10 hp)

  • Burning Hands Trap: CR 2; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect spell effect(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);multiple targets (all targets in a 15 ft. cone)

    Leads to room #69, inhabited by 5 x Drow

    Empty

    Room #16 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

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

    Empty

    Room #17 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #122, inhabited by 1 x Homunculus

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

    Room Features Someone has scrawled a dark rune on the east wall, A sundered helm liesin the center of the room

    Monster 2 x Orc

    Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)

    Treasure: 49 gp, 220 sp, 700 cp; Oil of Arcane Mark (cr, 25 gp), Potion ofGuidance (cr, 25 gp), Scroll of Ray of Enfeeblement (cr, 25 gp), 2 x Scrollof Sleep (cr, 25 gp); hoard total 203 gp

    Room #18 West Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    The door is located near the ceiling and concealed behind a tapestryof ghoulish carnage

    Leads to room #110East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Leads to room #142, inhabited by 4 x OrcEast Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    South Entry #2 Archway

    Room Features A faded and torn tapestry hangs from the north wall, A pile of empty flaskslies in the east side of the room

    Room #19 West Entry Archway Leads to room #174

    East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)

    Room Features A simple cabinet and several chairs sit in the south-west corner of the

  • Room Features A simple cabinet and several chairs sit in the south-west corner of theroom, A sundered amulet lies in the south-west corner of the room

    Monster 1 x Homunculus

    Homunculus: CR 1, XP 400; Any alignment (same as creator) Tiny Construct;Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14,touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11 (2d10); Fort +0, Ref +4,Will +1; DA construct traits; Speed 20 ft., fly 50 ft. (good); Melee 1 bite +3(1d4-1 plus poison); Space 2-1/2 ft.; Reach 0 ft.; Str 8, Dex 15, Con -, Int10, Wis 12, Cha 7; Base Atk +2, CMB +2, CMD 11

    Skills and Feats: Fly +10, Perception +3, Stealth +12; Lightning Reflexes

    Room #20 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

    A bookcase and concealed door pivots smoothly

    Monster 1 x Spider Swarm

    Spider Swarm: CR 1, XP 400; N Diminutive Vermin (swarm); Init +3; Sensesdarkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size); hp 9 (2d8); Fort +3, Ref +3, Will +0; DA swarmtraits; Immune mind-affecting effects, weapon damage; Speed 20 ft., climb20 ft.; Melee swarm (1d6 plus poison and distraction); Space 10 ft.; Reach0 ft.; SA distraction (DC 11); Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2;Base Atk +1, CMB --, CMD --

    Skills: Climb +11, Perception +4

    Room #21 North Entry #1 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10hp) (slides to one side, +1 to break DC)

    North Entry #2 Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

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

    Empty

    Room #22 North Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

    North Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)

    Pit Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 fallingdamage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

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

    Leads to room #88, inhabited by 1 x Goblin DogSouth Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

    South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Empty

    Room #23 North Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable Device

    DC 20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    Leads to room #86

  • Leads to room #86North Entry #2 Archway

    South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1to break DC)

    Monster 2 x Drow

    Drow: CR 1/3, XP 135; CE Medium Humanoid (elf); Init +2; Sensesdarkvision 120 ft.; Perception +2; AC 15, touch 12, flat-footed 13 (+2 armor,+2 Dex, +1 shield); hp 5 (1d10); Fort +2, Ref +2, Will -1, +2 vs.enchantment; Immune sleep; SR 7; Weak light blindness; Speed 30 ft.;Melee rapier +2 (1d6/18-20); Ranged hand crossbow +3 (1d4/19-20 pluspoison); SA spell-like abilities CL 1st; Str 11, Dex 15, Con 10, Int 10, Wis9, Cha 10; Base Atk +1, CMB +1, CMD 13; SQ poison use

    Skills and Feats: Perception +2, Stealth +2; Weapon Finesse

    Treasure: 57 gp, 440 sp, 1600 cp; Freshwater Pearl (8 gp), Onyx (65 gp),Red Spinel (50 gp), Shell (10 gp), Shell (11 gp), Turquoise (13 gp); hoardtotal 274 gp

    Room #24 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    Empty

    Room #25 North Entry Archway

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

    Room Features A tapestry of a legendary battle hangs from the west wall, Someone hasscrawled "The line of Knowledge shall be hidden until the rivers run redwith blood" in dwarvish runes on the west wall

    Room #26 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to breakDC)

    East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    Empty

    Room #27 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    West Entry Unlocked Stone Door (hard 8, 60 hp)

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

    Room Features A circle of tall stones stands in the south-east corner of the room, A rottingjournal lies in the north-west corner of the room

    Monster 3 x Drow

    Drow: CR 1/3, XP 135; CE Medium Humanoid (elf); Init +2; Sensesdarkvision 120 ft.; Perception +2; AC 15, touch 12, flat-footed 13 (+2 armor,+2 Dex, +1 shield); hp 5 (1d10); Fort +2, Ref +2, Will -1, +2 vs.enchantment; Immune sleep; SR 7; Weak light blindness; Speed 30 ft.;Melee rapier +2 (1d6/18-20); Ranged hand crossbow +3 (1d4/19-20 pluspoison); SA spell-like abilities CL 1st; Str 11, Dex 15, Con 10, Int 10, Wis9, Cha 10; Base Atk +1, CMB +1, CMD 13; SQ poison use

    Skills and Feats: Perception +2, Stealth +2; Weapon Finesse

    Treasure: 17 gp, 70 sp; Carnelian (50 gp); Oil of Arcane Mark (cr, 25 gp),Potion of Endure Elements (cr, 50 gp), Potion of Shield of Faith (cr, 50 gp),Scroll of Grease (cr, 25 gp), Scroll of Magic Missile (cr, 25 gp); hoard total249 gp

  • 249 gp

    Room #28 North Entry Secret (Search DC 25) Unlocked Good Wooden Door (hard 5, 15 hp) A bookcase and concealed door pivots smoothly

    East Entry Secret (Search DC 25) Locked Good Wooden Door (Open Lock DC 25,break DC 18; hard 5, 15 hp)

    A bookcase and concealed door pivots smoothly

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

    Swinging Axe Trap: CR 1; mechanical; Perception DC 20; DisableDevice DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. line)

    Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 30,break DC 15; hard 5, 10 hp)

    14 gp, 121 sp, 300 cp; Alabaster (11 gp), Rock Quartz (10 gp), Tigereye (8gp), Zircon (65 gp); 2 x Silver holy symbol (25 gp); Potion of Magic Fang(cr, 50 gp); hoard total 223 gp 1 sp

    Room #29 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    Trap Electrified Floortile: CR 2; magic; Perception DC 20; Disable Device DC20; Trigger location; Reset none; Effect electric shock (2d6 electricitydamage, DC 10 Reflex save for half damage); multiple targets (all targets ina 10 ft. sqare)

    Room #30 South Entry Archway

    Monster 2 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

    Feats: Improved Initiative

    Room #31 West Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable

    Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. line)

    Room Features A mural of a legendary battle covers the ceiling, Moaning can be faintlyheard near the west wall

    Monster 1 x Ghoul

    Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

    Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

    Treasure: 5 gp, 60 sp; Chrysoprase (35 gp), Chrysoprase (55 gp), LapisLazuli (12 gp), Malachite (10 gp), Obsidian (12 gp), Turquoise (10 gp);hoard total 145 gp

  • hoard total 145 gp

    Room #32 West Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) Leads to room #6, inhabited by 1 x Goblin Dog

    South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    Empty

    Room #33 East Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #86

    South Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

    Thunderstone Mine: CR 3; magic; Perception DC 20; Disable DeviceDC 20; Trigger location; Reset none; Effect thunder blast (3d6 sonicdamage, DC 12 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

    South Entry #2 Trapped and Unlocked Stone Door (hard 8, 60 hp)

    Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    Room Features Various torture devices are scattered throughout the room, Someone hasscrawled "Bend the pin to reset the trap" on the south wall

    Room #34 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

    West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    South Entry Archway

    Leads to room #175

    Room Features A tapestry of arcane patterns hangs from the south wall, Someone hasscrawled "Upon the solstice in the Year of Souls, in the Hills of Charms, theThrone of Ice and Steel shall be lost" on the east wall

    Monster 1 x Svirfneblin

    Svirfneblin: CR 1, XP 400; N Small Humanoid (gnome); Init +2; Sensesdarkvision 120 ft., low-light vision; Perception +6; AC 15, touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size); hp 15 (1d10+5); Fort +6, Ref +6,Will +2; SR 12; Speed 20 ft. (15 ft. in armor); Melee heavy pick +3(1d4+1/x4); Ranged light crossbow +4 (1d6/19-20); SA favored enemy (dwarf+2), +1 to attack vs. dwarven and reptilian humanoids, spell-like abilitiesCL 1st; Str 13, Dex 15, Con 14, Int 10, Wis 10, Cha 8; Base Atk +1, CMB+1, CMD 15; SQ stonecunning, track, wild empathy +0

    Skills and Feats: Craft (alchemy) +6, Heal +4, Knowledge (dungeoneering)+4, Perception +6, Stealth +12 (+14 underground), Survival +4 (+5 tracking);Toughness

    Treasure: 20 gp, 200 sp; Azurite (9 gp), Hematite (10 gp), Peridot (60 gp);Potion of Sanctuary (cr, 50 gp), Scroll of Expeditious Retreat (cr, 25 gp);hoard total 194 gp

    Room #35 North Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (slides up, +2 to break DC)

    East Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp)

    East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #146, inhabited by 1 x SvirfneblinSouth Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20

    hp) (slides up, +2 to break DC)

  • Room Features A stair ascends to a balcony hanging from the east wall, A sundered macelies in the west side of the room

    Room #36 West Entry Archway

    East Entry #1 Archway

    East Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

    Monster 1 x Spider Swarm

    Spider Swarm: CR 1, XP 400; N Diminutive Vermin (swarm); Init +3; Sensesdarkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size); hp 9 (2d8); Fort +3, Ref +3, Will +0; DA swarmtraits; Immune mind-affecting effects, weapon damage; Speed 20 ft., climb20 ft.; Melee swarm (1d6 plus poison and distraction); Space 10 ft.; Reach0 ft.; SA distraction (DC 11); Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2;Base Atk +1, CMB --, CMD --

    Skills: Climb +11, Perception +4

    Room #37 North Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device

    DC 26; Trigger proximity (alarm); Reset none; Effect spell effect(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);multiple targets (all targets in a 15 ft. cone)

    North Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 25, break DC 18;hard 5, 15 hp)

    Thunderstone Mine: CR 3; magic; Perception DC 20; Disable DeviceDC 20; Trigger location; Reset none; Effect thunder blast (3d6 sonicdamage, DC 10 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

    South Entry Archway

    Room Features Various torture devices are scattered throughout the room, Someone hasscrawled "Save yourself, kill the others" on the west wall

    Room #38 North Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

    North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

    East Entry Archway

    Monster 1 x Troglodyte

    Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Sensesdarkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref-1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3(1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11

    Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude

    Treasure: Masterwork Leather Armor (160 gp); hoard total 160 gp

    Room #39 North Entry Secret (Search DC 20) Trapped and Stuck Iron Door (break DC 28; hard 10,60 hp)

    The door is located near the ceiling and concealed within a mosaic ofa legendary battle

    Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC

  • Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    Room Features A set of demonic war masks hangs on the east wall, Someone has scrawled"The Legion of the Thorn and Sword killed five goblins here" on the eastwall

    Monster 3 x Orc

    Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)

    Treasure: 18 gp, 110 sp; Oil of Magic Weapon (cr, 50 gp), Potion of CureLight Wounds (cr, 50 gp), Potion of Endure Elements (cr, 50 gp), Potion ofTouch of the Sea (apg, 50 gp), Scroll of Bane (cr, 25 gp), Scroll ofProtection from Chaos (cr, 25 gp); hoard total 279 gp

    Room #40 North Entry Archway

    Room Features Laughter fills the room, Several iron blobs are scattered throughout theroom

    Monster 1 x Goblin Dog

    Goblin Dog: CR 1, XP 400; N Medium Animal; Init +2; Senses low-lightvision, scent; Perception +1; AC 13, touch 12, flat-footed 11 (+2 Dex, +1natural); hp 9 (1d8+5); Fort +4, Ref +4, Will +1; Immune disease; Speed 50ft.; Melee bite +2 (1d6+3 plus allergic reaction); Str 15, Dex 14, Con 15,Int 2, Wis 12, Cha 8; Base Atk +0, CMB +2, CMD 14

    Skills and Feats: Stealth +6; Toughness

    Room #41 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #134

    South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 tobreak DC)

    Room Features A mural of geometric patterns covers the ceiling, The south and east wallsare covered with mold

    Monster 3 x Goblin

    Goblin: CR 1/3, XP 135; NE Small Humanoid (goblinoid); Init +6; Sensesdarkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed 14 (+2 armor,+2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12

    Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative

    Treasure: 86 gp, 380 sp, 3300 cp; Azurite (11 gp), Milky Quartz (40 gp),Rhodochrosite (9 gp); hoard total 217 gp

    Room #42 West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)

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

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

    Room Features A wooden platform hangs over a deep pit in the south-east corner of theroom, Someone has scrawled "Save yourself, kill the others" on the south

  • wall

    Trap Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC 20;Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    Room #43 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Swinging Axe Trap: CR 1; mechanical; Perception DC 20; Disable

    Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. line)

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

    Monster 1 x Troglodyte

    Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Sensesdarkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref-1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3(1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11

    Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude

    Treasure: 33 gp, 180 sp, 700 cp; Scroll of Comprehend Languages (cr, 25gp); hoard total 83 gp

    Room #44 North Entry Archway

    South Entry #1 Archway

    South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #4

    Room Features Several alcoves are cut into the south wall, The floor is covered in squaretiles, alternating white and black

    Monster 1 x Svirfneblin

    Svirfneblin: CR 1, XP 400; N Small Humanoid (gnome); Init +2; Sensesdarkvision 120 ft., low-light vision; Perception +6; AC 15, touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size); hp 15 (1d10+5); Fort +6, Ref +6,Will +2; SR 12; Speed 20 ft. (15 ft. in armor); Melee heavy pick +3(1d4+1/x4); Ranged light crossbow +4 (1d6/19-20); SA favored enemy (dwarf+2), +1 to attack vs. dwarven and reptilian humanoids, spell-like abilitiesCL 1st; Str 13, Dex 15, Con 14, Int 10, Wis 10, Cha 8; Base Atk +1, CMB+1, CMD 15; SQ stonecunning, track, wild empathy +0

    Skills and Feats: Craft (alchemy) +6, Heal +4, Knowledge (dungeoneering)+4, Perception +6, Stealth +12 (+14 underground), Survival +4 (+5 tracking);Toughness

    Treasure: 13 gp, 140 sp; Masterwork Studded Leather Armor (175 gp); Scrollof Read Magic (cr, 12 gp 5 sp); hoard total 214 gp 5 sp

    Room #45 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    North Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)

    South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #157South Entry #2 Secret (Search DC 20) Stuck Stone Door (break DC 28; hard 8, 60 hp)

    A section of wall makes a loud grinding noise as it pivots open

    Trap Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit (3d6falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10

  • falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10ft. square area)

    Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28;hard 10, 60 hp)

    71 gp, 570 sp, 2200 cp; Agate (10 gp), Alabaster (8 gp), Hematite (9 gp);Copper scepter with gold inlay (50 gp); Scroll of Urban Grace (arg, 25 gp);hoard total 252 gp

    Room #46 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

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

    South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    Room Features Someone has scrawled "Lightning comes before thunder" in draconic scripton the west wall, A cold spot can be felt in the south-west corner of theroom

    Room #47 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

    Leads to room #136East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Leads to room #49, inhabited by 2 x DuergarEast Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

    Poisoned Dart Trap: CR 1; mechanical; Perception DC 20; DisableDevice DC 20; Trigger touch; Reset none; Effect Atk +10 ranged (1d3plus greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1 Con, 1 save])

    Room Features A magical altar in the south side of the room grants greater intelligence towhomever offers a prayer to a goddess of death (but only once), A pile ofrotten bread lies in the east side of the room

    Monster 5 x Orc

    Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)

    Treasure: 2 pp, 52 gp, 15 sp, 70 cp; Potion of Resist Cold (3rd) (cr, 300 gp),Potion of Shield of Faith (cr, 50 gp), Scroll of Protection from Energy (cr,375 gp); hoard total 799 gp 2 sp

    Room #48 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #134

    West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    West Entry #2 Archway

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

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

    Monster 1 x Darkmantle

    Darkmantle: CR 1, XP 400; N Small Magical Beast; Init +6; Sensesblindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4; AC 15,touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size); hp 15 (2d10+4); Fort+5, Ref +3, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee slam +3 (1d4 plus

  • +5, Ref +3, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee slam +3 (1d4 plusgrab); SA constrict (1d4+4), grab (any size), spell-like abilities CL 5th; Str11, Dex 15, Con 14, Int 2, Wis 11, Cha 10; Base Atk +2, CMB +1 (+5grapple), CMD 13 (can't be tripped)

    Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved Initiative

    Room #49 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    Leads to room #47, inhabited by 5 x OrcEast Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one

    side, +1 to break DC)

    One-way Door: CR 1; mechanical; Perception DC 20; Disable DeviceDC 20

    Room Features Someone has scrawled "Has anyone seen my invisible cloak?" on the westwall, A pierced breastplate lies in the north-west corner of the room

    Monster 2 x Duergar

    Duergar: CR 1/3, XP 135; LE Medium Humanoid (dwarf); Init -1; Sensesdarkvision 120 ft; Perception +1; AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield); hp 8 (1d10+3); Fort +4, Ref -1, Will +1, +2 vs. spells;Immune paralysis, phantasms, poison; Weak light sensitivity; Speed 20 ft.;Melee warhammer +3 (1d8+1/x3); Ranged light crossbow +0 (1d8/19-20); SAspell-like abilities CL 3rd; Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4;Base Atk +1, CMB +2, CMD 11; SQ slow and steady, stability

    Skills and Feats: Intimidate +1, Stealth -3; Weapon Focus (warhammer)

    Treasure: 3 gp, 22 sp, 70 cp; Milky Quartz (60 gp); Masterwork HeavyWooden Shield (157 gp); hoard total 222 gp 9 sp

    Room #50 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    West Entry Trapped and Locked Good Wooden Door (Open Lock DC 40, break DC 18;hard 5, 15 hp)

    Poisoned Dart Trap: CR 1; mechanical; Perception DC 20; DisableDevice DC 20; Trigger touch; Reset none; Effect Atk +10 ranged (1d3plus greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1 Con, 1 save])

    East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to oneside, +1 to break DC)

    South Entry #1 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

    A bookcase and concealed door pivots smoothly

    South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    Room Features A magical mural on the north wall can be used as a portal to any knownlocation within the dungeon, The floor is covered in square tiles,alternating white and black

    Room #51 North Entry Archway

    West Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)

    Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable DeviceDC 20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1to break DC)

  • to break DC)

    East Entry #2 Archway

    Empty

    Room #52 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp) Earthmaw Trap: CR 3; magic; Perception DC 22; Disable Device DC

    20; Trigger location; Reset none; Effect earthmaw (2d6 damage, DC 12Reflex save for half damage)

    Leads to room #169East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

    Burning Hands Trap: CR 2; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect spell effect(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);multiple targets (all targets in a 15 ft. cone)

    Leads to room #14, inhabited by 1 x Bat SwarmSouth Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Empty

    Room #53 West Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    West Entry #2 Archway

    Leads to room #109, inhabited by 4 x GoblinEast Entry Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break DC)

    Monster 1 x Troglodyte

    Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Sensesdarkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref-1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3(1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11

    Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude

    Treasure: 6 gp, 80 sp; Masterwork Chain Shirt (250 gp); Potion of RemoveFear (cr, 50 gp); hoard total 314 gp

    Room #54 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    North Entry #2 Archway

    West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 tobreak DC)

    Leads to room #12, inhabited by 1 x SkumEast Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10

    hp)

    South Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)

    South Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

    Room Features Spirals of green stones cover the floor, A broken wooden chest lies in thenorth-east corner of the room

    Monster 4 x Duergar

  • Duergar: CR 1/3, XP 135; LE Medium Humanoid (dwarf); Init -1; Sensesdarkvision 120 ft; Perception +1; AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield); hp 8 (1d10+3); Fort +4, Ref -1, Will +1, +2 vs. spells;Immune paralysis, phantasms, poison; Weak light sensitivity; Speed 20 ft.;Melee warhammer +3 (1d8+1/x3); Ranged light crossbow +0 (1d8/19-20); SAspell-like abilities CL 3rd; Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4;Base Atk +1, CMB +2, CMD 11; SQ slow and steady, stability

    Skills and Feats: Intimidate +1, Stealth -3; Weapon Focus (warhammer)

    Treasure: 31 gp, 240 sp; Onyx (40 gp), Pyrite (10 gp), Rhodochrosite (12gp); Oil of Bless Weapon (cr, 50 gp), Potion of Cure Light Wounds (cr, 50gp), Scroll of Color Spray (cr, 25 gp); hoard total 242 gp

    Room #55 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    East Entry Archway

    Room Features A tapestry of a legendary battle hangs from the south wall, An unexplainedbreeze can be felt in the south side of the room

    Monster 3 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

    Feats: Improved Initiative

    Room #56 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Monster 1 x Svirfneblin

    Svirfneblin: CR 1, XP 400; N Small Humanoid (gnome); Init +2; Sensesdarkvision 120 ft., low-light vision; Perception +6; AC 15, touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size); hp 15 (1d10+5); Fort +6, Ref +6,Will +2; SR 12; Speed 20 ft. (15 ft. in armor); Melee heavy pick +3(1d4+1/x4); Ranged light crossbow +4 (1d6/19-20); SA favored enemy (dwarf+2), +1 to attack vs. dwarven and reptilian humanoids, spell-like abilitiesCL 1st; Str 13, Dex 15, Con 14, Int 10, Wis 10, Cha 8; Base Atk +1, CMB+1, CMD 15; SQ stonecunning, track, wild empathy +0

    Skills and Feats: Craft (alchemy) +6, Heal +4, Knowledge (dungeoneering)+4, Perception +6, Stealth +12 (+14 underground), Survival +4 (+5 tracking);Toughness

    Treasure: 16 gp, 140 sp; Rhodochrosite (9 gp), Shell (12 gp), Zircon (65 gp);Oil of Arcane Mark (cr, 25 gp), Potion of Protection from Law (cr, 50 gp),Potion of Stabilize (cr, 25 gp), Scroll of Touch of Fatigue (cr, 12 gp 5 gp);hoard total 228 gp

    Room #57 West Entry Archway

    East Entry Archway

    South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry #2 Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;hard 5, 10 hp)

    Guillotine Blade: CR 3; mechanical; Perception DC 22; Disable DeviceDC 20; Trigger location; Reset manual; Effect Atk +12 melee (2d6/19-20)

    Leads to room #12, inhabited by 1 x Skum

  • Room Features A large demonic idol with ruby eyes sits in the north-west corner of theroom, Ghostly wailing can be faintly heard near the south wall

    Monster 5 x Goblin

    Goblin: CR 1/3, XP 135; NE Small Humanoid (goblinoid); Init +6; Sensesdarkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed 14 (+2 armor,+2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12

    Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative

    Treasure: 7 gp; Masterwork Heavy Crossbow (350 gp); Oil of MagicWeapon (cr, 50 gp), Scroll of Light (cr, 12 gp 5 sp); hoard total 419 gp 5 sp

    Room #58 North Entry Archway Leads to room #166

    East Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

    East Entry #2 Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Empty

    Room #59 North Entry Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    The door is concealed within a horrific torture device

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

    Leads to room #105, inhabited by 1 x Spider SwarmSouth Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Room Features Part of the ceiling has collapsed into the room, Someone has scrawled"Don't sleep" on the south wall

    Monster 1 x Troglodyte

    Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Sensesdarkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref-1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3(1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11

    Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude

    Treasure: 4 gp, 40 sp; Masterwork Light Wooden Shield (153 gp); Oil ofMagic Weapon (cr, 50 gp); hoard total 211 gp

    Room #60 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp)

    East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    South Entry #1 Archway

    Leads to room #146, inhabited by 1 x SvirfneblinSouth Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)

    Pit Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 fallingdamage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

    Monster 1 x Troglodyte

  • Monster 1 x Troglodyte

    Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Sensesdarkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref-1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3(1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11

    Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude

    Treasure: 30 gp, 240 sp, 1400 cp; Agate (10 gp), Lapis Lazuli (11 gp), Onyx(50 gp); Potion of Virtue (cr, 25 gp); hoard total 164 gp

    Room #61 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) Leads to room #137

    West Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)

    Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    Monster 1 x Troglodyte

    Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Sensesdarkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref-1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3(1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11

    Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude

    Treasure: 38 gp, 270 sp, 1000 cp; Freshwater Pearl (8 gp), Malachite (10gp), Zircon (35 gp); Oil of Purify Food and Drink (cr, 25 gp), Potion ofRemove Fear (cr, 50 gp); hoard total 203 gp

    Room #62 South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

    South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

    Room Features A faded and torn tapestry hangs from the east wall, Several pieces of rottenrope are scattered throughout the room

    Room #63 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    West Entry Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)

    The door is concealed behind an area of fungus

    Earthmaw Trap: CR 3; magic; Perception DC 22; Disable Device DC22; Trigger location; Reset none; Effect earthmaw (3d6 damage, DC 12Reflex save for half damage)

    Leads to room #121, inhabited by 3 x GoblinSouth Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #99

    Empty

    Room #64 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;hard 5, 20 hp) (slides to one side, +1 to break DC)

    Swinging Axe Trap: CR 1; mechanical; Perception DC 20; DisableDevice DC 20; Trigger location; Reset manual; Effect Atk +10 melee

  • Device DC 20; Trigger location; Reset manual; Effect Atk +10 melee(1d8+1/x3); multiple targets (all targets in a 10 ft. line)

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

    Room Features A stair ascends to a catwalk hanging between the north and south walls,The floor is covered in perfect hexagonal tiles

    Room #65 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)

    South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides to one side, +1 tobreak DC)

    Burning Hands Trap: CR 2; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect spell effect(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);multiple targets (all targets in a 15 ft. cone)

    Empty

    Room #66 West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)

    East Entry Archway

    Room Features A circle of tall stones stands in the center of the room, A pair of dice liesin the west side of the room

    Room #67 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

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

    Symbol of Hypnosis: CR 3; magic; Perception DC 22; Disable DeviceDC 20; Trigger proximity (alarm); Reset none; Effect hypnosis (dazedfor 1d4 rounds, DC 12 Will save negates); multiple targets (all targetsin a 10 ft. radius burst)

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

    Room Features Spirals of yellow stones cover the floor, A rusted gauntlet lies in the southside of the room

    Room #68 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    Leads to room #78, inhabited by 3 x Dire RatEast Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)

    East Entry #2 Unlocked Stone Door (hard 8, 60 hp)

    Empty

    Room #69 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;hard 5, 10 hp)

    Burning Hands Trap: CR 2; magic; Perception DC 26; Disable DeviceDC 26; Trigger proximity (alarm); Reset none; Effect spell effect(burning hands, 2d4 fire damage, DC 11 Reflex save for half damage);multiple targets (all targets in a 15 ft. cone)

    Leads to room #15East Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15;

    hard 5, 10 hp)

  • hard 5, 10 hp)

    Pit Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 fallingdamage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

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

    Monster 5 x Drow

    Drow: CR 1/3, XP 135; CE Medium Humanoid (elf); Init +2; Sensesdarkvision 120 ft.; Perception +2; AC 15, touch 12, flat-footed 13 (+2 armor,+2 Dex, +1 shield); hp 5 (1d10); Fort +2, Ref +2, Will -1, +2 vs.enchantment; Immune sleep; SR 7; Weak light blindness; Speed 30 ft.;Melee rapier +2 (1d6/18-20); Ranged hand crossbow +3 (1d4/19-20 pluspoison); SA spell-like abilities CL 1st; Str 11, Dex 15, Con 10, Int 10, Wis9, Cha 10; Base Atk +1, CMB +1, CMD 13; SQ poison use

    Skills and Feats: Perception +2, Stealth +2; Weapon Finesse

    Treasure: Masterwork Longsword (315 gp); Potion of Eagle's Splendor (cr,300 gp); hoard total 615 gp

    Room #70 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Contact Poison: CR 1; mechanical; Perception DC 22; Disable DeviceDC 20; Trigger touch; Reset none; Effect contact poison (malyass rootpaste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1save])

    Leads to room #84

    Monster 5 x Duergar

    Duergar: CR 1/3, XP 135; LE Medium Humanoid (dwarf); Init -1; Sensesdarkvision 120 ft; Perception +1; AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield); hp 8 (1d10+3); Fort +4, Ref -1, Will +1, +2 vs. spells;Immune paralysis, phantasms, poison; Weak light sensitivity; Speed 20 ft.;Melee warhammer +3 (1d8+1/x3); Ranged light crossbow +0 (1d8/19-20); SAspell-like abilities CL 3rd; Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4;Base Atk +1, CMB +2, CMD 11; SQ slow and steady, stability

    Skills and Feats: Intimidate +1, Stealth -3; Weapon Focus (warhammer)

    Treasure: 90 gp, 700 sp, 2040 cp; Jasper (65 gp), Rhodochrosite (12 gp),Turquoise (9 gp); Oil of Bless Weapon (cr, 50 gp), 2 x Potion of Cure LightWounds (cr, 50 gp), Potion of Vanish (apg, 50 gp), Scroll of Magic Weapon(cr, 25 gp), Scroll of Prestidigitation (cr, 12 gp 5 gp), Scroll of ProduceFlame (cr, 25 gp), Scroll of Protection from Chaos (cr, 25 gp); hoard total553 gp 4 sp

    Room #71 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #87, inhabited by 4 x Goblin

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

    Room Features Acid drips from the ceiling in the south side of the room, A shattered swordlies in the north side of the room

    Room #72 South Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10hp)

    The door is concealed within an upright sarcophagus

    Room Features A rope ascends to a balcony hanging from the south wall, A sundered axelies in the north side of the room

  • lies in the north side of the room

    Monster 1 x Giant Spider

    Giant Spider: CR 1, XP 400; N Medium Vermin; Init +3; Senses darkvision60 ft., tremorsense 60 ft.; Perception +4; AC 14, touch 13, flat-footed 11 (+3Dex, +1 natural); hp 16 (3d8+3); Fort +4, Ref +4, Will +1; Immune mind-affecting effects; Speed 30 ft., climb 30 ft.; Melee bite +2 (1d6 pluspoison); SA web (+5 ranged, DC 12, hp 2); Str 11, Dex 17, Con 12, Int -,Wis 10, Cha 2; Base Atk +2, CMB +2, CMD 15 (27 vs. trip)

    Skills: Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)

    Treasure: 60 gp, 415 sp, 1750 cp; Shell (11 gp); hoard total 130 gp

    Trap Burning Hands Trap: CR 2; magic; Perception DC 26; Disable Device DC26; Trigger proximity (alarm); Reset none; Effect spell effect (burninghands, 2d4 fire damage, DC 11 Reflex save for half damage); multipletargets (all targets in a 15 ft. cone)

    Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 20,break DC 25; hard 5, 20 hp)

    37 gp, 190 sp, 1100 cp; Azurite (11 gp), Rock Quartz (12 gp), Rose Quartz(55 gp); Crystal skull (80 gp); Scroll of Ant Haul (apg, 25 gp); hoard total250 gp

    Room #73 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

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

    Monster 1 x Darkmantle

    Darkmantle: CR 1, XP 400; N Small Magical Beast; Init +6; Sensesblindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4; AC 15,touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size); hp 15 (2d10+4); Fort+5, Ref +3, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee slam +3 (1d4 plusgrab); SA constrict (1d4+4), grab (any size), spell-like abilities CL 5th; Str11, Dex 15, Con 14, Int 2, Wis 11, Cha 10; Base Atk +2, CMB +1 (+5grapple), CMD 13 (can't be tripped)

    Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved Initiative

    Room #74 North Entry Archway Leads to room #124, inhabited by 1 x Spider Swarm

    South Entry Archway

    Room Features Someone has scrawled "white, iron" on the east wall, A sundered shield liesin the south side of the room

    Monster 1 x Homunculus

    Homunculus: CR 1, XP 400; Any alignment (same as creator) Tiny Construct;Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14,touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11 (2d10); Fort +0, Ref +4,Will +1; DA construct traits; Speed 20 ft., fly 50 ft. (good); Melee 1 bite +3(1d4-1 plus poison); Space 2-1/2 ft.; Reach 0 ft.; Str 8, Dex 15, Con -, Int10, Wis 12, Cha 7; Base Atk +2, CMB +2, CMD 11

    Skills and Feats: Fly +10, Perception +3, Stealth +12; Lightning Reflexes

    Room #75 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp)

    Room Features A wooden platform hangs over a deep pit in the west side of the room, Atoppled statue lies in the south side of the room

    Room #76 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;

  • West Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;hard 5, 10 hp)

    Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable DeviceDC 20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    Monster 2 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

    Feats: Improved Initiative

    Trap Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)

    Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 30,break DC 15; hard 5, 10 hp)

    32 gp, 210 sp, 1100 cp; Malachite (11 gp), Milky Quartz (45 gp), RockQuartz (9 gp), Rock Quartz (13 gp), Rose Quartz (50 gp), Shell (10 gp);Engraved jade scarab (85 gp); hoard total 287 gp

    Room #77 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

    Earthmaw Trap: CR 1; magic; Perception DC 20; Disable Device DC22; Trigger location; Reset none; Effect earthmaw (1d6 damage, DC 12Reflex save for half damage)

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

    Monster 3 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

    Feats: Improved Initiative

    Room #78 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides to one side, +1 tobreak DC)

    East Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15hp)

    South Entry #1 Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    Leads to room #68South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Room Features The south and east walls have been engraved with glowing symbols,Laughter can be heard in the west side of the room

    Monster 3 x Dire Rat

    Dire Rat: CR 1/3, XP 135; N Small Animal; Init +3; Senses low-light vision,scent; Perception +4; AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size); hp5 (1d8+1); Fort +3, Ref +5, Will +1; Speed 40 ft., climb 20 ft., swim 20 ft.;Melee bite +1 (1d4 plus disease); SA disease; Str 10, Dex 17, Con 13, Int 2,Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)

  • Wis 13, Cha 4; Base Atk +0, CMB -1, CMD 12 (16 vs. trip)

    Skills and Feats: Climb +11, Perception +4, Stealth +11, Swim +11; SkillFocus (Perception)

    Room #79 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 Simple Wooden Door (hard 5, 10 hp)

    The door is concealed behind a pile of broken stone

    West Entry Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15hp)

    A bookcase and concealed door pivots smoothly

    Leads to room #153South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp)

    Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    Room Features An iron chain hangs from the ceiling in the south-east corner of the room, Aruined chain shirt lies in the north-east corner of the room

    Trap Magic Missle Trap: CR 3; magic; Perception DC 20; Disable Device DC 22;Trigger proximity (alarm); Reset none; Effect magic missile (3d6 forcedamage); never miss

    Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked Good Wooden Chest (hard 5,15 hp)

    Magic Missle Trap: CR 2; magic; Perception DC 22; Disable Device DC 22;Trigger proximity (alarm); Reset none; Effect magic missile (3d6 forcedamage); never miss

    41 gp, 340 sp, 1200 cp; Freshwater Pearl (12 gp), Green Spinel (60 gp),Malachite (8 gp), Rock Quartz (9 gp), Sard (55 gp), Shell (13 gp); Scroll ofHold Portal (cr, 25 gp); hoard total 269 gp

    Room #80 West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) Contact Poison: CR 1; mechanical; Perception DC 20; Disable Device

    DC 20; Trigger touch; Reset none; Effect contact poison (sassone leafresidue [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 2d12 hp/1Con, 1 save])

    Leads to room #107, inhabited by 2 x Human Skeleton

    Empty

    Room #81 North Entry Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20hp)

    Leads to room #10South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;

    hard 5, 10 hp)

    Earthmaw Trap: CR 1; magic; Perception DC 22; Disable Device DC20; Trigger location; Reset none; Effect earthmaw (2d6 damage, DC 10Reflex save for half damage)

    Room Features Part of the ceiling has collapsed into the room, A tapping sound fills theroom

    Monster 3 x Orc

  • Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)

    Treasure: 37 gp, 200 sp, 1000 cp; Oil of Magic Weapon (cr, 50 gp), Potionof Reduce Person (cr, 50 gp), Potion of Stabilize (cr, 25 gp), Scroll of AirBubble (uc, 25 gp), Scroll of Compel Hostility (uc, 25 gp); hoard total 242gp

    Room #82 West Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15hp) (slides to one side, +1 to break DC)

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

    Room Features An altar of evil sits in the west side of the room, Someone has scrawled"Praise Vepha the Bloody" in draconic script on the north wall

    Monster 4 x Orc

    Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)

    Treasure: 28 gp, 160 sp; Lapis Lazuli (9 gp), Lapis Lazuli (10 gp), Zircon(45 gp); Oil of Magic Weapon (cr, 50 gp), Potion of Enlarge Person (cr, 50gp), Scroll of Charm Animal (cr, 25 gp), Scroll of Touch of Fatigue (cr, 12gp 5 gp); hoard total 245 gp

    Room #83 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) Leads to room #175

    West Entry Archway

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

    Pit Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;Trigger location; Reset manual; Effect 20 ft. deep pit (2d6 fallingdamage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft.square area)

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

    Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 20,break DC 18; hard 5, 15 hp)

    13 gp, 177 sp, 94 cp; Azurite (13 gp), Bloodstone (55 gp), Freshwater Pearl(13 gp), Obsidian (10 gp), Shell (8 gp); Copper brazier with religiousmarkings (50 gp), Engraved jade scarab (85 gp); Scroll of ComprehendLanguages (cr, 25 gp); hoard total 290 gp 6 sp 4 cp

    Room #84 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;hard 5, 10 hp)

    Contact Poison: CR 1; mechanical; Perception DC 22; Disable DeviceDC 20; Trigger touch; Reset none; Effect contact poison (malyass rootpaste [contact, Fort DC 16, onset 1 min., 1/min. for 6 min., 1d2 Dex, 1save])

    Leads to room #70, inhabited by 5 x Duergar

  • Leads to room #70, inhabited by 5 x DuergarEast Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides up, +2 to breakDC)

    Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    Empty

    Room #85 West Entry Archway

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

    Room Features A stair ascends to a wooden platform in the center of the room, Varioustorture devices are scattered throughout the room

    Monster 1 x Morlock

    Morlock: CR 2, XP 600; CE Medium Monstrous Humanoid; Init +8; Sensesdarkvision 120 ft., scent; Perception +2; AC 15, touch 14, flat-footed 11 (+4Dex, +1 natural); hp 22 (3d10+6); Fort +3, Ref +9, Will +5; Immune disease,poison; Weak light blindness; Speed 40 ft., climb 30 ft.; Melee club +5(1d6+2), bite +0 (1d4+1); SA leap attack, sneak attack +1d6, swarming; Str14, Dex 19, Con 15, Int 5, Wis 14, Cha 6; Base Atk +3, CMB +5, CMD 19;SQ expert climber

    Skills and Feats: Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns);Improved Initiative, Lightning Reflexes

    Treasure: Masterwork Greataxe (320 gp); hoard total 320 gp

    Room #86 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

    Leads to room #33East Entry Archway

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

    Spiked Pit Trap: CR 2; mechanical; Perception DC 20; Disable DeviceDC 20; Trigger location; Reset manual; Effect 10 ft. deep pit (1d6falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

    Leads to room #23, inhabited by 2 x Drow

    Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 20,break DC 25; hard 5, 20 hp)

    52 gp, 200 sp, 1700 cp; Carnelian (50 gp), Rhodochrosite (9 gp), Turquoise(9 gp); Silver holy symbol (25 gp); hoard total 182 gp

    Room #87 East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) Leads to room #71

    Room Features A narrow ledge runs along the walls, A crushed helm lies in the south-westcorner of the room

    Monster 4 x Goblin

  • Monster 4 x Goblin

    Goblin: CR 1/3, XP 135; NE Small Humanoid (goblinoid); Init +6; Sensesdarkvision 60 ft.; Perception -1; AC 16, touch 13, flat-footed 14 (+2 armor,+2 Dex, +1 shield, +1 size); hp 6 (1d10+1); Fort +3, Ref +2, Will -1; Speed30 ft.; Melee short sword +2 (1d4/19-20); Ranged short bow +4 (1d4/x3); Str11, Dex 15, Con 12, Int 10, Wis 9, Cha 6; Base Atk +1, CMB +0, CMD 12

    Skills and Feats: Ride +10, Stealth +10, Swim +4; Improved Initiative

    Treasure: 36 gp, 280 sp, 1100 cp; Peridot (45 gp), Rhodochrosite (12 gp),Turquoise (11 gp); Potion of Cure Light Wounds (cr, 50 gp), Potion ofReduce Person (cr, 50 gp); hoard total 243 gp

    Room #88 West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18; hard 5, 15hp)

    Leads to room #22East Entry #1 Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Falling Block: CR 3; mechanical; Perception DC 22; Disable DeviceDC 22; Trigger location; Reset none; Effect Atk +12 melee (1d6);multiple targets (all targets in a 10 ft. square area)

    East Entry #2 Secret (Search DC 25) Trapped and Stuck Strong Wooden Door (break DC23; hard 5, 20 hp)

    The door is concealed behind a statue of a noble king, and opened bystabbing a sword into his back

    Javelin Trap: CR 2; mechanical; Perception DC 20; Disable Device DC20; Trigger location; Reset none; Effect Atk +15 ranged (1d6+6)

    East Entry #3 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)

    Acid Spray: CR 3; magic; Perception DC 22; Disable Device DC 20;Trigger visual (arcane eye); Reset none; Effect acid spray (3d6 aciddamage, DC 12 Reflex save for half damage)

    South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)(magically reinforced, +10 to break DC)

    Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC27; Trigger proximity (alarm); Reset none; Effect spell effect (acidarrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

    Room Features A stack of rotting wooden crates stands against the west wall, A pile ofbarrel staves lies in the north side of the room

    Monster 1 x Goblin Dog

    Goblin Dog: CR 1, XP 400; N Medium Animal; Init +2; Senses low-lightvision, scent; Perception +1; AC 13, touch 12, flat-footed 11 (+2 Dex, +1natural); hp 9 (1d8+5); Fort +4, Ref +4, Will +1; Immune disease; Speed 50ft.; Melee bite +2 (1d6+3 plus allergic reaction); Str 15, Dex 14, Con 15,Int 2, Wis 12, Cha 8; Base Atk +0, CMB +2, CMD 14

    Skills and Feats: Stealth +6; Toughness

    Room #89 South Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #154

    Trap Arrow Trap: CR 1; mechanical; Perception DC 20; Disable Device DC 20;Trigger touch; Reset none; Effect Atk +15 ranged (1d8+1/x3)

    Room #90 West Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp) A bookcase and concealed door pivots smoothly

    Leads to room #172, inhabited by 3 x Human SkeletonSouth Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)

  • South Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides up, +2 to break DC)

    Room Features The walls have been engraved with endless spirals, A stack of water-filledbarrels stands against the east wall

    Monster 5 x Duergar

    Duergar: CR 1/3, XP 135; LE Medium Humanoid (dwarf); Init -1; Sensesdarkvision 120 ft; Perception +1; AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield); hp 8 (1d10+3); Fort +4, Ref -1, Will +1, +2 vs. spells;Immune paralysis, phantasms, poison; Weak light sensitivity; Speed 20 ft.;Melee warhammer +3 (1d8+1/x3); Ranged light crossbow +0 (1d8/19-20); SAspell-like abilities CL 3rd; Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4;Base Atk +1, CMB +2, CMD 11; SQ slow and steady, stability

    Skills and Feats: Intimidate +1, Stealth -3; Weapon Focus (warhammer)

    Treasure: 50 gp, 257 sp, 900 cp; Rhodochrosite (7 gp), Shell (12 gp);Masterwork Handaxe (306 gp); Potion of Protection from Law (cr, 50 gp),Scroll of Icicle Dagger (um, 25 gp); hoard total 484 gp 7 sp

    Room #91 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

    North Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

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

    Room Features A metallic odor fills the north side of the room, Several pieces of rottenrope are scattered throughout the room

    Monster 5 x Drow

    Drow: CR 1/3, XP 135; CE Medium Humanoid (elf); Init +2; Sensesdarkvision 120 ft.; Perception +2; AC 15, touch 12, flat-footed 13 (+2 armor,+2 Dex, +1 shield); hp 5 (1d10); Fort +2, Ref +2, Will -1, +2 vs.enchantment; Immune sleep; SR 7; Weak light blindness; Speed 30 ft.;Melee rapier +2 (1d6/18-20); Ranged hand crossbow +3 (1d4/19-20 pluspoison); SA spell-like abilities CL 1st; Str 11, Dex 15, Con 10, Int 10, Wis9, Cha 10; Base Atk +1, CMB +1, CMD 13; SQ poison use

    Skills and Feats: Perception +2, Stealth +2; Weapon Finesse

    Treasure: 30 pp, 290 gp; hoard total 590 gp

    Room #92 North Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (magically reinforced, +10to break DC)

    Leads to room #112South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    South Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

    Monster 3 x Orc

    Orc: CR 1/3, XP 135; CE Medium Humanoid; Init +0; Senses darkvision 60ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1);Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.;Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weaponfamiliarity

    Skills and Feats: Intimidate +2; Weapon Focus (falchion)

    Treasure: 54 gp, 397 sp, 910 cp; Rhodochrosite (10 gp), Rock Quartz (10gp); 2 x Potion of Pass without Trace (cr, 50 gp), Scroll of Hypnotism (cr,25 gp), Scroll of Shocking Grasp (cr, 25 gp); hoard total 272 gp 8 sp

    Room #93 West Entry #1 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20hp)

    The door is concealed behind a pile of skulls

    West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

  • West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Leads to room #162, inhabited by 4 x GoblinSouth Entry Archway

    Monster 4 x Human Skeleton

    Human Skeleton: CR 1/3, XP 135; NE Medium Undead; Init +6; Sensesdarkvision 60 ft.; Perception +0; AC 16, touch 12, flat-footed 14 (+2 armor,+2 Dex, +2 natural); hp 4 (1d8); Fort +0, Ref +2, Will +2; DR 5/bludgeoning;Immune cold, undead traits; Speed 30 ft.; Melee broken scimitar +0 (1d6),claw -3 (1d4+1) or 2 claws +2 (1d4+2); Str 15, Dex 14, Con -, Int -, Wis 10,Cha 10; Base Atk +0, CMB +2, CMD 14

    Feats: Improved Initiative

    Room #94 West Entry Archway Leads to room #141, inhabited by 3 x Human Skeleton

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

    Room Features Someone has scrawled "The Adventurers of Akzibin looted this place" onthe east wall, The sound of drums can be heard in the north side of theroom

    Room #95 West Entry Trapped and Unlocked Stone Door (hard 8, 60 hp) Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC

    27; Trigger proximity (alarm); Reset none; Effect spell effect (acidarrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

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

    Leads to room #119

    Monster 1 x Troglodyte

    Troglodyte: CR 1, XP 400; CE Medium Humanoid (reptilian); Init -1; Sensesdarkvision 90 ft.; Perception +0; Aura stench (30 ft., DC 13, 10 rounds); AC15, touch 9, flat-footed 15 (-1 Dex, +6 natural); hp 13 (2d8+4); Fort +7, Ref-1, Will +0; Speed 30 ft.; Melee club +2 (1d6+1), claw -3 (1d4), bite -3(1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1); Ranged javelin +0 (1d6); Str12, Dex 9, Con 14, Int 8, Wis 11, Cha 11; Base Atk +1, CMB +2, CMD 11

    Skills and Feats: Stealth +5 (+9 in rocky areas); Great Fortitude

    Treasure: 13 gp, 140 sp; Potion of Enlarge Person (cr, 50 gp), Potion ofGuidance (cr, 25 gp), Potion of Remove Fear (cr, 50 gp), Potion of Virtue(cr, 25 gp), Scroll of Magic Weapon (cr, 25 gp), Scroll of Summon Monster I(cr, 25 gp); hoard total 227 gp

    Room #96 West Entry #1 Archway

    West Entry #2 Archway

    Leads to room #135East Entry Archway

    Room Features A magical mosaic on the east wall can be used as a portal to any knownlocation within the dungeon, A corroded chain lies in the north-west cornerof the room

    Monster 1 x Svirfneblin

    Svirfneblin: CR 1, XP 400; N Small Humanoid (gnome); Init +2; Sensesdarkvision 120 ft., low-light vision; Perception +6; AC 15, touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size); hp 15 (1d10+5); Fort +6, Ref +6,

  • Will +2; SR 12; Speed 20 ft. (15 ft. in armor); Melee heavy pick +3(1d4+1/x4); Ranged light crossbow +4 (1d6/19-20); SA favored enemy (dwarf+2), +1 to attack vs. dwarven and reptilian humanoids, spell-like abilitiesCL 1st; Str 13, Dex 15, Con 14, Int 10, Wis 10, Cha 8; Base Atk +1, CMB+1, CMD 15; SQ stonecunning, track, wild empathy +0

    Skills and Feats: Craft (alchemy) +6, Heal +4, Knowledge (dungeoneering)+4, Perception +6, Stealth +12 (+14 underground), Survival +4 (+5 tracking);Toughness

    Treasure: 70 gp, 520 sp, 2200 cp; Oil of Mage Armor (cr, 50 gp), Oil ofMagic Weapon (cr, 50 gp), Potion of Jump (cr, 50 gp); hoard total 294 gp

    Room #97 North Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10hp)

    West Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20hp) (slides up, +2 to break DC)

    South Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

    South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    Room Features A tile labyrinth covers the floor, Skeletons hang from chains and manaclesagainst the south and east walls

    Room #98 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)

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

    Leads to room #150

    Room Features The scent of smoke fills the room, A pile of blood-soaked clothing lies inthe north-east corner of the room

    Monster 1 x Ghoul

    Ghoul: CR 1, XP 400; CE Medium Undead; Init +2; Senses darkvision 60 ft.;Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.;Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune tothis effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1,CMB +2, CMD 14

    Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim+3; Weapon Finesse

    Treasure: 50 gp, 370 sp, 2200 cp; Freshwater Pearl (13 gp), Ivory (45 gp),Obsidian (10 gp), Obsidian (11 gp), Turquoise (12 gp), Zircon (40 gp); hoardtotal 240 gp

    Room #99 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) Leads to room #63

    West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; DisableDevice DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit(3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targetsin a 10 ft. square area)

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

    Empty

    Room #100 West Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

  • West Entry #2 Archway

    East Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    East Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

    Room Features Someone has scrawled "Lightning comes before thunder" on the west wall,A pile of iron blobs lies in the west side of the room

    Room #101 East Entry Archway

    Room Features A ladder ascends to a catwalk hanging between the north and south walls,Numerous humanoid skulls are scattered throughout the room

    Trap Teleporter Crystal: CR 1; magic; Perception DC 20; Disable Device DC 20;Trigger touch; Reset none; Effect teleport (teleported one level down, DC12 Will save negates)

    Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25,break DC 15; hard 5, 10 hp)

    64 gp, 350 sp, 1700 cp; Carved ivory scroll case (60 gp); Potion ofProtection from Evil (cr, 50 gp), Potion of Virtue (cr, 25 gp); hoard total 251gp

    Room #102 North Entry Unlocked Good Wooden Door (hard 5, 15 hp) Leads to room #126

    East Entry Archway

    Leads to room #7South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)

    Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC27; Trigger proximity (alarm); Reset none; Effect spell effect (acidarrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

    Empty

    Room #103 North Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10hp) (slides up, +2 to break DC)

    North Entry #2 Trapped and Unlocked Iron Door (hard 10, 60 hp) (slides down, +1 to breakDC)

    Thunderstone Mine: CR 3; magic; Perception DC 22; Disable DeviceDC 20; Trigger location; Reset none; Effect thunder blast (1d6 sonicdamage, DC 12 Fort save for half damage); multiple targets (all targetsin a 10 ft. radius burst)

    West Entry Unlocked Good Wooden Door (hard 5, 15 hp)

    Room Features A stone sarcophagus sits in the center of the room, Several pieces ofbroken glass are scattered throughout the room

    Monster 1 x Svirfneblin

    Svirfneblin: CR 1, XP 400; N Small Humanoid (gnome); Init +2; Sensesdarkvision 120 ft., low-light vision; Perception +6; AC 15, touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size); hp 15 (1d10+5); Fort +6, Ref +6,Will +2; SR 12; Speed 20 ft. (15 ft. in armor); Melee heavy pick +3(1d4+1/x4); Ranged light crossbow +4 (1d6/19-20); SA favored enemy (dwarf+2), +1 to attack vs. dwarven and reptilian humanoids, spell-like abilitiesCL 1st; Str 13, Dex 15, Con 14, Int 10, Wis 10, Cha 8; Base Atk +1, CMB+1, CMD 15; SQ stonecunning, track, wild empathy +0

    Skills and Feats: Craft (alchemy) +6, Heal +4, Knowledge (dungeoneering)+4, Perception +6, Stealth +12 (+14 underground), Survival +4 (+5 tracking);

  • +4, Perception +6, Stealth +12 (+14 underground), Survival +4 (+5 tracking);Toughness

    Treasure: 12 gp, 100 sp; Alabaster (11 gp), Azurite (12 gp), Obsidian (11gp); Masterwork Chain Shirt (250 gp); hoard total 306 gp

    Room #104 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

    South Entry #1 Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)

    South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 tobreak DC)

    Leads to room #134

    Room Features The north and east walls have been engraved with geometric patterns,Someone has scrawled a basic map of the dungeon on the west wall

    Monster 5 x Duergar

    Duergar: CR 1/3, XP 135; LE Medium Humanoid (dwarf); Init -1; Sensesdarkvision 120 ft; Perception +1; AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 shield); hp 8 (1d10+3); Fort +4, Ref -1, Will +1, +2 vs. spells;Immune paralysis, phantasms, poison; Weak light sensitivity; Speed 20 ft.;Melee warhammer +3 (1d8+1/x3); Ranged light crossbow +0 (1d8/19-20); SAspell-like abilities CL 3rd; Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4;Base Atk +1, CMB +2, CMD 11; SQ slow and steady, stability

    Skills and Feats: Intimidate +1, Stealth -3; Weapon Focus (warhammer)

    Treasure: 12 gp, 50 sp; Hematite (8 gp), Jasper (55 gp), Lapis Lazuli (10gp), Obsidian (8 gp), Smoky Quartz (45 gp), Tigereye (12 gp); MasterworkBreastplate (350 gp); Potion of Shield of Faith (cr, 50 gp), Scroll of SummonNature's Ally I (cr, 25 gp); hoard total 580 gp

    Room #105 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

    Leads to room #59, inhabited by 1 x TroglodyteSouth Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

    Monster 1 x Spider Swarm

    Spider Swarm: CR 1, XP 400; N Diminutive Vermin (swarm); Init +3; Sensesdarkvision 60 ft., tremorsense 30 ft.; Perception +4; AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size); hp 9 (2d8); Fort +3, Ref +3, Will +0; DA swarmtraits; Immune mind-affecting effects, weapon damage; Speed 20 ft., climb20 ft.; Melee swarm (1d6 plus poison and distraction); Space 10 ft.; Reach0 ft.; SA distraction (DC 11); Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2;Base Atk +1, CMB --, CMD --

    Skills: Climb