The Forsaken Labyrinth of Woe 11
The Forsaken Labyrinth of Woe 11
Level 11
General Walls Coral (Climb DC 15)
Floor Sand
Special Conditions Flooded (corridors underwater, most rooms have trapped air)
Temperature Warm
Room #1 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger;
automatic reset; no attack roll required (18d6, crush); Search
DC 20; Disable Device DC 25
→ Leads to room #2, inhabited by 2 x Nine-Headed Hydra
South Entry Trapped and Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
Ⓣ One-way Door: CR 12; mechanical; Search DC 26;
Disable Device DC 24
→ Leads to room #5, inhabited by 3 x Giant Octopus
Room #2 North Entry Secret (Search DC 20) Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face
carved from stone
→ Leads to room #17, inhabited by 12 x Sea Cat
West Entry #1 Secret (Search DC 20) Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
Ⓢ The door is concealed by an illusion
West Entry #2 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
West Entry #3 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #16, inhabited by 9 x Aboleth and 12 x
Skum
South Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger;
automatic reset; no attack roll required (18d6, crush); Search
DC 20; Disable Device DC 25
→ Leads to room #1, inhabited by 1 x Twelve-Headed Hydra
Room Features A thumping sound fills the room, and a shattered sword lies in
the north-west corner of the room
South Entry Trapped and Locked Strong Wooden Door (Open Lock DC 40,
break DC 25; hard 5, 20 hp)
Ⓣ Thunderstone Mine: CR 9; magic device; location trigger;
no reset; thunder blast (7d6 sonic damage, DC 16 Fort save
for half damage); multiple targets (all targets in a 10 ft. radius
burst); Search DC 26; Disable Device DC 26
Empty
Room #4 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #2 Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
North Entry #3 Locked Simple Wooden Door (Open Lock DC 30, break DC
15; hard 5, 10 hp)
Empty
Room #5 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
Ⓣ One-way Door: CR 12; mechanical; Search DC 26;
Disable Device DC 24
→ Leads to room #1, inhabited by 1 x Twelve-Headed Hydra
Room Features Spirals of red stones cover the floor, and numerous monstrous
skulls lie within niches in the south wall
Room #6 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Energy Drain Trap: CR 10; magic device; visual trigger
(true seeing); automatic reset; Atk +8 ranged touch; spell
effect (Energy Drain, 17th level wizard, 2d4 negative levels for
24 hours, DC 23 Fort save negates); Search DC 34; Disable
Device DC 34
Room #7 East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Ⓣ Arrow Trap: CR 13; mechanical; location trigger; manual
reset; Atk +13 ranged (14d6/x3); Search DC 26; Disable
Device DC 30
→ Leads to room #23, inhabited by 3 x Greater Shadow
Room Features A tapestry of legendary monsters hangs from the south wall,
and a cube of solid stone stands in the south-east corner of
the room
Room #8 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
(slides up, +2 to break DC)
Ⓣ Acid Spray: CR 10; magic device; proximity trigger
(alarm); no reset; acid spray (12d6 acid damage, DC 14
Reflex save for half damage); Search DC 24; Disable Device
DC 28
South Entry Trapped and Locked Simple Wooden Door (Open Lock DC
20, break DC 15; hard 5, 10 hp)
Ⓣ Falling Block: CR 12; mechanical; location trigger; no
reset; Atk +12 melee (11d6); multiple targets (all targets in a
10 ft. square area); Search DC 26; Disable Device DC 26
Monster 3 x Giant Octopus (animal)
Room #9 South Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A large kiln and coal bin sit in the south side of the room, and
a corroded iron key hangs from a hook on the north and west
walls
East Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
→ Leads to room #32
Room #11 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #26
Room Features A narrow ledge runs along the north and east walls, and a
toppled statue lies in the north-west corner of the room
Room #12 East Entry Trapped and Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
Ⓣ Guillotine Blade: CR 12; mechanical; location trigger;
manual reset; Atk +12 melee (11d6/19-20); Search DC 24;
Disable Device DC 28
Room Features Someone has scrawled "When blades pierce the sky, the
Scepter of Roses shall be lost" on the east wall, and several
iron blobs are scattered throughout the room
Room #13 West Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
→ Leads to room #30, inhabited by 1 x Elder Water
Elemental
Room Features A group of monstrous faces have been carved into the north
wall, and someone has scrawled "The Foxes of Babrycg
looted this place" on the west wall
Room #14 North Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
Ⓢ The door is located several feet above the floor and
concealed behind an area of mould
→ Leads to room #21
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
Ⓢ The door is concealed by an illusion
Empty
Room #15 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features A stack of barrels filled with sand stands against the south
wall, and the sound of footsteps can be faintly heard near the
west wall
Room #16 North Entry Trapped and Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
Ⓣ Fire Spray: CR 13; magic device; proximity trigger (alarm);
no reset; fire spray (13d6 fire damage, DC 20 Reflex save for
half damage); Search DC 30; Disable Device DC 26
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #2, inhabited by 2 x Nine-Headed Hydra
Room #17 West Entry Secret (Search DC 20) Stuck Good Wooden Door (break DC
18; hard 5, 15 hp) (slides to one side, +1 to break DC)
Ⓢ The door is located near the ceiling and concealed behind
a tapestry of a legendary battle
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Secret (Search DC 20) Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face
carved from stone
→ Leads to room #2, inhabited by 2 x Nine-Headed Hydra
Room Features The floor is covered in perfect hexagonal tiles, and a pile of
trash lies in the west side of the room
Room #18 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #33
East Entry Secret (Search DC 20) Trapped and Stuck Good Wooden
Door (break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind an area of fungus
Ⓣ Energy Drain Trap: CR 10; magic device; visual trigger
(true seeing); automatic reset; Atk +8 ranged touch; spell
effect (Energy Drain, 17th level wizard, 2d4 negative levels for
24 hours, DC 23 Fort save negates); Search DC 34; Disable
Device DC 34
Room Features Several square holes are cut into the ceiling and floor, and
someone has scrawled "The Jade Circle killed a devil here" on
the east wall
Room #19 South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Empty
Room #20 North Entry Locked Simple Wooden Door (Open Lock DC 40, break DC
15; hard 5, 10 hp)
South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Teleporter Crystal: CR 12; magic device; touch trigger; no
reset; teleport (teleported one level down, DC 16 Will save
negates); Search DC 24; Disable Device DC 26
Room Features A chute falls into the room from above, and a pile of barrel
staves lies in the south-west corner of the room
Room #21 West Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ One-way Door: CR 9; mechanical; Search DC 26; Disable
Device DC 22
East Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger;
automatic reset; no attack roll required (18d6, crush); Search
DC 20; Disable Device DC 25
South Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
Ⓢ The door is located several feet above the floor and
concealed behind an area of mould
→ Leads to room #14
Room Features The floor is covered in perfect hexagonal tiles, and mysterious
levers and mechanisms cover the north and south walls
Room #22 West Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry #2 Secret (Search DC 20) Trapped and Stuck Strong Wooden
Door (break DC 23; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp)
→ Leads to room #27
Room Features Several iron cages are scattered throughout the room, and
someone has scrawled "The Gray Knights looted this place"
on the north wall
West Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Ⓣ Arrow Trap: CR 13; mechanical; location trigger; manual
reset; Atk +13 ranged (14d6/x3); Search DC 26; Disable
Device DC 30
→ Leads to room #7
East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room #24 West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Contact Poison: CR 11; mechanical; touch trigger, no
reset; contact poison (nitharit [contact, Fort DC 13, 0/3d6
Con]); Search DC 26; Disable Device DC 26
→ Leads to room #29
Room Features A faded and torn tapestry hangs from the east wall, and
several rotten apples are scattered throughout the room
Room #25 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp) (slides down, +1 to break DC)
Ⓣ Forcecage and Summon Monster VII Trap: CR 10; magic
device; proximity trigger (alarm); automatic reset; multiple
traps (one forcecage trap and one summon monster VII trap);
spell effect (Forcecage, 13th level wizard); spell effect
(Summon Monster VII, 13th level wizard, hamatula); Search
DC 32; Disable Device DC 32
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features A well lies in the center of the room, and a faded and torn
tapestry hangs from the south wall
Room #26 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #11, inhabited by 1 x Elder Water
Elemental
West Entry Trapped and Locked Simple Wooden Door (Open Lock DC
20, break DC 15; hard 5, 10 hp)
Ⓣ Crushing Wall Trap: CR 10; mechanical; location trigger;
automatic reset; no attack roll required (18d6, crush); Search
DC 20; Disable Device DC 25
East Entry Locked Simple Wooden Door (Open Lock DC 25, break DC
15; hard 5, 10 hp)
Room Features A stone dais sits in the west side of the room, and someone
has scrawled "Explosive runes" on the west wall
Room #27 North Entry Locked Stone Door (Open Lock DC 30, break DC 28; hard 8,
60 hp)
→ Leads to room #22
South Entry Locked Strong Wooden Door (Open Lock DC 30, break DC
25; hard 5, 20 hp)
Empty
Room #28 South Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #31
Room Features A chirping noise can be heard in the center of the room, and a
broken door lies in the south-east corner of the room
Room #29 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Contact Poison: CR 11; mechanical; touch trigger, no
reset; contact poison (nitharit [contact, Fort DC 13, 0/3d6
Con]); Search DC 26; Disable Device DC 26
→ Leads to room #24, inhabited by 3 x Nine-Headed Hydra
Room Features A wooden platform hangs over a deep pit in the east side of
the room, and a tile mosaic of ancient mythology covers the
floor
Room #30 North Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5,
15 hp)
Ⓣ Electrified Lock: CR 13; magic device; touch trigger; no
reset; electric shock (14d6 electricity damage, DC 18 Reflex
save for half damage); Search DC 30; Disable Device DC 26
East Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
→ Leads to room #13
South Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard
5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features Numerous pillars line the north and west walls, and someone
has scrawled an arrow pointing up on the east wall
Room #31 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #28, inhabited by 4 x Greater Shadow
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A cube of solid stone stands in the north-west corner of the
Room Features A cube of solid stone stands in the north-west corner of the
room, and the scent of ozone fills the south-west corner of the
room
Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
Room #32 North Entry #1 Secret (Search DC 30) Trapped and Stuck Simple Wooden
Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
Ⓢ The door is concealed behind a tapestry of legendary
monsters
Ⓣ Contact Poison: CR 13; mechanical; touch trigger, no
reset; contact poison (terinav root [contact, Fort DC 16, 1d6
Dex/2d6 Dex]); Search DC 26; Disable Device DC 30
North Entry #2 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Energy Drain Trap: CR 10; magic device; visual trigger
(true seeing); automatic reset; Atk +8 ranged touch; spell
effect (Energy Drain, 17th level wizard, 2d4 negative levels for
24 hours, DC 23 Fort save negates); Search DC 34; Disable
Device DC 34
West Entry Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
→ Leads to room #10
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features Skeletons hang from chains and manacles against the south
and west walls, and the south and east walls are covered with
mould
Room #33 West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Falling Block: CR 12; mechanical; location trigger; no
reset; Atk +12 melee (12d6); multiple targets (all targets in a
10 ft. square area); Search DC 28; Disable Device DC 24
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #18
Empty