The Crypts of Emirkol The Chaotic 01
The Crypts of Emirkol The Chaotic 01
Level 1
Temperature Average
Illumination Dark (individual creatures may carry lights)
Corridor Features a A swarm of crawling insects covers the floor
Room #1 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #63, inhabited by 1 x Large Monstrous Centipede
West Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic
reset; spell effect (Ghoul Touch, 3rd level wizard, DC 13 Fort save
negates); Search DC 27; Disable Device DC 27
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #20
East Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #3, inhabited by 1 x Grimlock
Room Features Several alcoves are cut into the north and east walls, and the north and
east walls have been engraved with incoherent labyrinths
Monster 1 x Troglodyte
South Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
15 hp)
→ Leads to room #5
Room Features A carved stone statue stands in the north-west corner of the room, and
a sundered amulet lies in the south side of the room
Monster 1 x Grimlock
North Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #3 Unlocked Stone Door (hard 8, 60 hp)
West Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Wall Blade Trap: CR 1; mechanical; touch trigger; automatic reset;
hidden switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe);
Search DC 22; Disable Device DC 22
→ Leads to room #3, inhabited by 1 x Grimlock
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #34, inhabited by 1 x Spider Swarm
Monster 1 x 1st Level Warrior Duergar (dwarf)
Room #5 North Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5,
15 hp)
→ Leads to room #3, inhabited by 1 x Grimlock
West Entry #1 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is located above a small stone dais and concealed
behind a tapestry of legendary monsters
Room #6 East Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically
reinforced, +10 to break DC)
→ Leads to room #70
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry Archway
Trap Arrow Trap: CR 2; mechanical; location trigger; manual reset; Atk +10
ranged (2d6/x3); Search DC 20; Disable Device DC 20
Hidden Treasure Hidden (Search DC 20) Unlocked Simple Wooden Chest (hard 5, 10
hp)
West Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Rune of Hypnosis: CR 2; magic device; proximity trigger (alarm);
no reset; hypnosis (fascinated for 1d4 rounds, DC 10 Will save
negates); multiple targets (all targets in a 10 ft. radius burst); Search
DC 20; Disable Device DC 22
→ Leads to room #72, inhabited by 14 x Tiny Monstrous Centipede
East Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #73, inhabited by 1 x Spider Swarm
Monster 4 x 1st Level Warrior Goblin
Room #9 North Entry Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #36
South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5,
10 hp)
Room Features A cube of solid stone stands in the north side of the room, and a pile of
rotten fruit lies in the north-west corner of the room
Monster 1 x Ghoul
Room #10 West Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #24, inhabited by 1 x Shrieker
West Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2
to lift DC)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #15
Empty
Empty
Room #13 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC
40, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within a mosaic of ancient mythology
→ Leads to room #51, inhabited by 4 x 1st Level Warrior Goblin
East Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Empty
Room #14 East Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
East Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides down,
+1 to break DC)
South Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)
Ⓣ Swinging Block Trap: CR 1; mechanical; touch trigger; manual
reset; Atk +5 melee (4d6, stone block); Search DC 20; Disable Device
DC 20
Empty
Room #15 West Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #10, inhabited by 1 x Large Monstrous Centipede
West Entry #2 Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 1; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 24;
Disable Device DC 20
Room Features The floor is covered in perfect hexagonal tiles, and someone has
scrawled "Carin died here, slain by a dragon" on the west wall
Room #16 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual
reset; lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus
poison, arrow); poison (large scorpion venom [injury, Fort DC 18, 1d6
Str/1d6 Str]); Search DC 19; Disable Device DC 15
→ Leads to room #74
East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp) (slides to one side, +1 to break DC)
Room Features A tile mosaic of legendary monsters covers the floor, and an iron
chandelier hangs from the ceiling in the north-east corner of the room
Room #17 North Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic
reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable
Device DC 27
→ Leads to room #30
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Wall Blade Trap: CR 1; mechanical; touch trigger; automatic reset;
hidden switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe);
Search DC 22; Disable Device DC 22
→ Leads to room #65
Empty
Room #18 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable
Device DC 20
Room #19 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard
10, 60 hp)
Ⓣ Earthmaw Trap: CR 3; magic device; location trigger; no reset;
earthmaw (3d6 damage, DC 10 Reflex save for half damage); Search
DC 22; Disable Device DC 20
Room Features Someone has scrawled "Bend the pin to reset the trap" on the east
wall, and a hole has been blasted into the north wall
Room #20 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides up, +2 to break
DC)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #2, inhabited by 1 x Troglodyte
Room Features Spirals of white stones cover the floor, and a cube of solid stone
stands in the east side of the room
Room #21 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides to one
side, +1 to break DC)
East Entry Secret (Search DC 25) Trapped and Locked Strong Wooden Door
(Open Lock DC 30, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of a medusa, and opened
by uncovering her eyes
Ⓣ Earthmaw Trap: CR 3; magic device; location trigger; no reset;
earthmaw (2d6 damage, DC 12 Reflex save for half damage); Search
DC 22; Disable Device DC 20
Room Features A well lies in the north side of the room, and a faded and torn tapestry
hangs from the north wall
Monster 11 x Small Monstrous Centipede (vermin)
Room #23 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Room Features The floor is covered in square tiles, alternating white and black, and a
carved stone statue stands in the north side of the room
Monster 1 x Darkmantle
West Entry #2 Trapped and Locked Good Wooden Door (Open Lock DC 30, break
DC 18; hard 5, 15 hp)
Ⓣ Poison Dart Trap: CR 1; mechanical; location trigger; manual reset;
Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot [injury, Fort
DC 12, 0/1d4 Con + 1d3 Wis]); Search DC 20; Disable Device DC 18
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #10, inhabited by 1 x Large Monstrous Centipede
Room Features A large demonic idol with ruby eyes sits in the south side of the room,
and several pieces of rotting wood are scattered throughout the room
Room #25 South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A set of demonic war masks hangs on the north wall, and someone
has scrawled "straight, door, straight, left" on the west wall
Monster 1 x Ghoul
Room Features A stack of barrels filled with rotting fruit stands against the west wall,
and someone has scrawled "Death comes on silent wings" on the west
wall
Room #27 North Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28;
hard 8, 60 hp)
Ⓣ Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable
Device DC 20
→ Leads to room #64
East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp)
Room Features The floor is covered in perfect hexagonal tiles, and the floor is covered
with mould
Monster 1 x Darkmantle
Room #28 West Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)
Ⓣ Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset;
DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee,
1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device
DC 20
→ Leads to room #60, inhabited by 1 x Spider Swarm
South Entry #1 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm);
automatic reset; Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level
wizard, 2d4 acid/round for 2 rounds); Search DC 27; Disable Device
DC 27
→ Leads to room #32, inhabited by 1 x 1st Level Warrior Svirfneblin
South Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Monster 13 x Tiny Monstrous Centipede (vermin)
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp)
(slides up, +2 to break DC)
Ⓢ The door is located near the ceiling and opened by speaking a
command word
→ Leads to room #42, inhabited by 1 x Grimlock
Room Features Someone has scrawled "The Vampire Princess cannot be slain until
the moon is crowned and north becomes south" on the west wall, and a
scratching sound fills the room
Room #30 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable
Device DC 20
East Entry Secret (Search DC 30) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a demonic sorceress, and
opened by moving her hand
South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic
reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable
Device DC 27
→ Leads to room #17
Room Features A mural of vile acts covers the ceiling, and someone has scrawled "The
White Foxes killed seven vampires here" on the north wall
Room #31 West Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
South Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp)
Empty
Room #32 North Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm);
automatic reset; Atk +2 ranged touch; spell effect (Acid Arrow, 3rd level
wizard, 2d4 acid/round for 2 rounds); Search DC 27; Disable Device
DC 27
→ Leads to room #28, inhabited by 13 x Tiny Monstrous Centipede
Room Features Skeletons hang from chains and manacles against the east wall, and a
dulled dagger lies in the north-west corner of the room
Room #34 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #4, inhabited by 1 x 1st Level Warrior Duergar
Room Features A narrow shaft falls into the room from above, and a ruined chain shirt
lies in the west side of the room
Room #35 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
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 #47, inhabited by 1 x Spider Swarm
Room Features A wooden platform hangs over a deep pit in the south side of the room,
and someone has scrawled "If being drunk all the time were easy,
everyone would do it" in dwarvish runes on the east wall
Monster 1 x Ghoul
Room #36 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #62, inhabited by 1 x Spider Swarm
East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Ⓣ Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets
(first target in each of two adjacent 5 ft. squares); Search DC 24;
Disable Device DC 19
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #39
South Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #9, inhabited by 1 x Ghoul
Empty
Room #37 North Entry Archway
Empty
Room Features A toppled statue lies in the east side of the room, and the sound of
dripping water can be faintly heard near the east wall
Monster 1 x Medium Monstrous Spider (vermin)
Room #39 North Entry #1 Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Rolling Rock Trap: CR 1; mechanical; location trigger; manual
reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22
→ Leads to room #62, inhabited by 1 x Spider Swarm
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #36
West Entry Secret (Search DC 30) Locked Simple Wooden Door (Open Lock DC
30, break DC 15; hard 5, 10 hp)
Ⓢ The door is concealed behind a tapestry of legendary monsters
Room Features A mural of a legendary battle covers the ceiling, and several pieces of
trash are scattered throughout the room
Room #40 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features Several square holes are cut into the east wall, and a dagger hilt lies in
the center of the room
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room #42 West Entry Secret (Search DC 25) Stuck Stone Door (break DC 28; hard 8, 60 hp)
(slides up, +2 to break DC)
Ⓢ The door is located near the ceiling and opened by speaking a
command word
→ Leads to room #29
Room Features A chute falls into the room from above, and someone has scrawled
"The gold dragon is not a dragon" in blood on the west wall
Monster 1 x Grimlock
Room #43 West Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander,
and opened by setting it aflame
→ Leads to room #65
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features A stream of blood flows along a channel in the floor, and someone has
scrawled "Explosive runes" in draconic script on the west wall
Room #44 East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Unlocked Stone Door (hard 8, 60 hp)
Room Features Someone has scrawled "straight, right, straight, right" on the west wall,
and a pile of iron blobs lies in the west side of the room
Room #45 North Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
15 hp)
→ Leads to room #11
Room Features Someone has scrawled "Stay right" on the east wall, and a cold spot
can be felt in the north-west corner of the room
Room #46 West Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #37
Room Features A narrow shaft falls into the room from above, and someone has
scrawled "Upon the Night of Waves, when east becomes west, the Orb
of Charms shall be restored" on the north wall
Room #47 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #35, inhabited by 1 x Ghoul
Room #48 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #70
South Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Burning Hands Trap: CR 3; magic device; proximity trigger (alarm);
automatic reset; spell effect (Burning Hands, 5th level wizard, 5d4 fire,
DC 11 Reflex save half damage); Search DC 26; Disable Device DC
26
Room Features Several alcoves are cut into the west wall, and a stream of oil flows
through the room
Monster 1 x Homunculus
Room #49 North Entry Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard
10, 60 hp)
Ⓣ Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset;
Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent
5 ft. squares); Search DC 20; Disable Device DC 20
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to
break DC)
Room Features The north and west walls are covered with slime, and a pile of rotten
bread lies in the south side of the room
East Entry Secret (Search DC 20) Locked Strong Wooden Door (Open Lock DC
40, break DC 25; hard 5, 20 hp)
Ⓢ The door is concealed within a mosaic of ancient mythology
→ Leads to room #13
Room Features The north and west walls have been engraved with arcane runes, and
an iron chandelier hangs from the ceiling in the north side of the room
Monster 4 x 1st Level Warrior Goblin
Room #52 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #63, inhabited by 1 x Large Monstrous Centipede
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down,
+1 to break DC)
Empty
Room Features A narrow shaft descends from the room into a magical cyst below, and
someone has scrawled "Mildthru died here, her sword sundered" on
the east wall
Monster 1 x Grimlock
North Entry #2 Secret (Search DC 25) Trapped and Locked Good Wooden Door
(Open Lock DC 25, break DC 18; hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of an ancient lich, and
opened by pressing runes on his staff
Ⓣ Spiked Pit Trap: CR 2; mechanical; location trigger; automatic
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets
(first target in each of two adjacent 5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; Disable
Device DC 15
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #33
Room Features A tile mosaic of a god of honor covers the floor, and a corroded key lies
in the south-east corner of the room
Monster 1 x Darkmantle
East Entry Secret (Search DC 30) Trapped and Unlocked Strong Wooden Door
(hard 5, 20 hp)
Ⓢ The door is concealed within a horrific torture device
Ⓣ Hail of Needles: CR 3; mechanical; location trigger; manual reset;
Atk +20 ranged (2d4); Search DC 22; Disable Device DC 22
Empty
Room #56 East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #51, inhabited by 4 x 1st Level Warrior Goblin
Room Features Several alcoves are cut into the north wall, and someone has scrawled
"In the Marsh of Spells, when the Shield of Compassion is sundered,
the Throne of Axes shall be restored" on the east wall
Room #57 South Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break
DC)
→ Leads to room #59
Room Features A tile labyrinth covers the floor, and a pile of torn paper lies in the
center of the room
Room #58 South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Someone has scrawled "emerald, iron, silver, jade, silver, sapphire" on
the north wall, and a mouldy odor fills the east side of the room
Monster 1 x Troglodyte
Room #59 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break
DC)
→ Leads to room #57
Room #60 West Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
→ Leads to room #40, inhabited by 1 x Medium Monstrous Spider
East Entry Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard
10, 60 hp)
Ⓣ Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset;
DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee,
1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device
DC 20
→ Leads to room #28, inhabited by 13 x Tiny Monstrous Centipede
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features A magical statue in the south side of the room answers questions with
insults, and a stream of acid flows into a shallow pool in the center of
the room
Monster 1 x Spider Swarm
Room #62 North Entry Trapped and Unlocked Stone Door (hard 8, 60 hp)
Ⓣ Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset;
Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent
5 ft. squares); Search DC 20; Disable Device DC 20
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #36
South Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Rolling Rock Trap: CR 1; mechanical; location trigger; manual
reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22
→ Leads to room #39
Room Features Someone has scrawled "Beneath the statue" on the west wall, and a
broken hammer lies in the north-east corner of the room
Room #63 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #52
East Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #1, inhabited by 1 x Choker
Room Features Someone has scrawled "three, two, one, three, three" on the north wall,
and the south and west walls are covered with veins of metal
Monster 1 x Large Monstrous Centipede (vermin)
South Entry #1 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28;
hard 8, 60 hp)
Ⓣ Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20
Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable
Device DC 20
→ Leads to room #27, inhabited by 1 x Darkmantle
Room Features The south and east walls have been engraved with arcane symbols,
and the ceiling is covered with bloodstains
Room #65 West Entry #1 Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Wall Blade Trap: CR 1; mechanical; touch trigger; automatic reset;
hidden switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe);
Search DC 22; Disable Device DC 22
→ Leads to room #17
West Entry #2 Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp)
→ Leads to room #71
East Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is concealed behind a statue of an elemental salamander,
and opened by setting it aflame
→ Leads to room #43, inhabited by 5 x 1st Level Warrior Goblin
South Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ Swinging Block Trap: CR 1; mechanical; touch trigger; manual
reset; Atk +5 melee (4d6, stone block); Search DC 20; Disable Device
DC 20
Room Features A cube of solid stone stands in the south-west corner of the room, and
someone has scrawled "The last wards have fallen" on the north wall
Trap Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (Fire Trap, 3rd
level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC
27; Disable Device DC 27
Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3
squares), climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex), touch 14,
flat-footed 12; Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full
Atk +4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-
light vision, scent; AL N; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15,
Con 10, Int 2, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10,
Swim +10; Weapon Finesse
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty
Room #69 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features A tile mosaic of legendary monsters covers the floor, and someone has
scrawled "There is no way out" on the east wall
Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8
squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14,
flat-footed 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease,
bite); Full Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft.;
SA Disease; SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will
+3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot
+4, Swim +11; Alertness, Weapon Finesse
Room #70 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically
reinforced, +10 to break DC)
→ Leads to room #6, inhabited by 1 x Spider Swarm
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #48, inhabited by 1 x Homunculus
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Empty
Room #71 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5,
15 hp)
→ Leads to room #65
Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC
25, break DC 18; hard 5, 15 hp)
None
Room #72 East Entry Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Rune of Hypnosis: CR 2; magic device; proximity trigger (alarm);
no reset; hypnosis (fascinated for 1d4 rounds, DC 10 Will save
negates); multiple targets (all targets in a 10 ft. radius burst); Search
DC 20; Disable Device DC 22
→ Leads to room #8, inhabited by 4 x 1st Level Warrior Goblin
Room #74 North Entry #1 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Inflict Light Wounds Trap: CR 2; magic device; touch trigger;
automatic reset; spell effect (Inflict Light Wounds, 1st level cleric,
1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device
DC 26
North Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
South Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual
reset; lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus
poison, arrow); poison (large scorpion venom [injury, Fort DC 18, 1d6
Str/1d6 Str]); Search DC 19; Disable Device DC 15
→ Leads to room #16
Room Features A faded and torn tapestry hangs from the south wall, and a pierced
breastplate lies in the west side of the room
Room #75 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Archway
Room #76 North Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ Spiked Pit Trap: CR 2; mechanical; location trigger; automatic
reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets
(first target in each of two adjacent 5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; Disable
Device DC 15
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #29
Room Features A group of monstrous faces have been carved into the south wall, and
a rotting journal lies in the north-east corner of the room
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