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The Crypts of Emirkol The Chaotic 01

The document describes Level 1 of 'The Crypts of Emirkol the Chaotic', detailing its general features, corridor attributes, and room descriptions, including traps and monsters. It outlines specific room entries, the types of doors, and the creatures inhabiting each area, as well as various traps and treasures found throughout. The level is characterized by dark illumination, superior masonry, and a variety of challenges for adventurers navigating the crypts.

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Joshua Andersen
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0% found this document useful (0 votes)
23 views22 pages

The Crypts of Emirkol The Chaotic 01

The document describes Level 1 of 'The Crypts of Emirkol the Chaotic', detailing its general features, corridor attributes, and room descriptions, including traps and monsters. It outlines specific room entries, the types of doors, and the creatures inhabiting each area, as well as various traps and treasures found throughout. The level is characterized by dark illumination, superior masonry, and a variety of challenges for adventurers navigating the crypts.

Uploaded by

Joshua Andersen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Crypts of Emirkol the Chaotic 01

Level 1

General Size Huge (73 x 73)

Walls Superior Masonry (Climb DC 25)


Floor Natural Stone (move at half speed, can't charge or run, +5 to Balance
and Tumble DC)

Temperature Average
Illumination Dark (individual creatures may carry lights)
Corridor Features a A swarm of crawling insects covers the floor

c A toppled statue lies across the corridor

e An iron chandelier hangs from the ceiling here


i Several alcoves are cut into the walls here

m Someone has scrawled "The Castle of Lightning shall be restored


when death becomes life and the light comes to lifeless eyes" here

n A chute falls into the corridor from above


r A fountain of water sits in an alcove here

s A chute descends from the corridor into a midden chamber below

u A group of demonic faces have been carved into the walls


v Arrow Trap: CR 2; mechanical; location trigger; manual reset; Atk +10
ranged (3d6/x3); Search DC 20; Disable Device DC 20

w A group of demonic faces have been carved into the walls


x 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

Wandering Monsters 1 1 x Troglodyte Zombie; wandering senselessly

2 5 x 1st Level Warrior Goblin; patrolling their territory

3 1 x Troglodyte Zombie; investigating a strange noise

4 14 x Tiny Monstrous Centipede (vermin); gathered around an evil


shrine

5 11 x Rat (animal); hunting for food

6 1 x Large Monstrous Centipede (vermin); gathered around an evil


shrine

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

North Entry #2 Archway


→ Leads to room #55

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)

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


→ Leads to room #3, inhabited by 1 x Grimlock
Monster 1 x Choker

Choker: CR 2; Small aberration; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4


squares), climb 10 ft.; AC 17 (+1 size, +2 dex, +4 natural), touch 13,
flat-footed 15; Base Atk +2; Grp +5; Atk +6 melee (1d3+3, tentacle);
Full Atk +6 melee (1d3+3, 2 tentacles); Space/Reach 5 ft./10 ft.; SA
Improved grab, constrict 1d3+3; SQ Darkvision 60 ft., quickness; AL
CE; SV Fort +2, Ref +5, Will +4; Str 16, Dex 14, Con 13, Int 4, Wis 13,
Cha 7
Skills and Feats: Climb +13, Hide +10, Move Silently +6; Improved
Initiative, Lightning Reflexes, Stealthy
Treasure: 170 sp; hoard total 17 gp
Room #2 North Entry #1 Unlocked Iron Door (hard 10, 60 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

South Entry #1 Archway


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

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

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -


1; Spd 30 ft. (6 squares); AC 15 (-1 dex, +6 natural), touch 9, flat-
footed 15; Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +1 melee
(1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee (1d6, club)
and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2
claws) and -1 melee (1d4, bite) or +1 ranged (1d6, javelin);
Space/Reach 5 ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE; SV
Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus
(javelin)
Treasure: 2000 cp; hoard total 20 gp

Room #3 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)


→ Leads to room #1, inhabited by 1 x Choker
West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→ Leads to room #2, inhabited by 1 x Troglodyte
East 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 #4, inhabited by 1 x 1st Level Warrior Duergar

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

Grimlock: CR 1; Medium monstrous humanoid; HD 2d8+2; hp 11; Init


+1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +4; Atk +4 melee (1d8+3/3, battleaxe); Full
Atk +4 melee (1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA -; SQ
Blindsight 40 ft., immunities, scent; AL NE; SV Fort +1, Ref +4, Will +2;
Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness,
Track
Treasure: 4000 cp; hoard total 40 gp
Room #4 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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)

1st level warrior duergar: CR 1; Medium humanoid (dwarf); HD 1d8+5;


hp 9; Init +0; Spd 20 ft. in chainmail (4 squares); base speed 20 ft.; AC
17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17; Base Atk
+1; Grp +2; Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged
(1d8/19-20, light crossbow); Full Atk +2 melee (1d8+1/x3, warhammer)
or +1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA
Duergar traits, spell-like abilities; SQ Darkvision 60 ft., duergar traits;
AL LE; SV Fort +4*, Ref +0*, Will -1*; Str 13, Dex 11, Con 14, Int 10,
Wis 9, Cha 4
Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft
(stonemasonry) +2, Listen +3, Move Silently -4, Spot +2; Toughness

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

West Entry #2 Unlocked Iron Door (hard 10, 60 hp)


Room Features A set of demonic war masks hangs on the north wall, and a pile of wax
blobs lies in the east side of the room

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)

South Entry Archway


Room Features Someone has scrawled "Good spot for ambush" in orcish runes on the
west wall, and a pile of iron spikes lies in the north side of the room
Monster 1 x Spider Swarm

Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3;


Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17,
flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full
Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction,
poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin
traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

Room #7 North Entry Unlocked Strong Wooden Door (hard 5, 20 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)

5000 cp; hoard total 50 gp


Room #8 West Entry #1 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 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

1st level warrior goblin: CR 1/3; Small humanoid (goblinoid); HD


1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +2
leather armor, +1 light shield), touch 12, flat-footed 14; Base Atk +1;
Grp -3; Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin);
Full Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +3,
Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot
+2; Alertness
Treasure: 2000 cp; hoard total 20 gp

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

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6


squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base
Atk +1; Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2
melee (1d6+1 plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2
claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ
Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +0,
Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move
Silently +6, Spot +7; Multiattack

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

Monster 1 x Large Monstrous Centipede (vermin)

Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init


+2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3
natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee
(1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite);
Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits;
AL N; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis
10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Room #11 South Entry #1 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5,
15 hp)
→ Leads to room #45
South Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)

Empty

Room #12 South Entry Archway

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

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


Room Features A cube of solid stone stands in the north-west corner of the room, and
several pieces of broken glass are scattered throughout the room

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

Monster 1 x 1st Level Warrior Drow (elf)

1st level warrior drow: CR 1 (see text); Medium humanoid (elf); HD


1d8; hp 4; Init +1; Spd 30 ft. (6 squares); AC 16 (+1 dex, +4 chain shirt,
+1 light shield), touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +3
melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow);
Full Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand
crossbow); Space/Reach 5 ft./5 ft.; SA Poison, spell-like abilities; SQ
Drow traits, spell resistance 12; AL NE; SV Fort +2, Ref +1, Will -1*; Str
13, Dex 13, Con 10, Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot +3; Weapon
Focus (rapier)
Treasure: 130 gp; hoard total 130 gp

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)

Small monstrous centipede: CR 1/4; Small vermin; HD 1/2 d8; hp 2; Init


+2; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (+1 size, +2 dex, +1
natural), touch 13, flat-footed 12; Base Atk +0; Grp -7; Atk +3 melee
(1d4-3 plus poison, bite); Full Atk +3 melee (1d4-3 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits;
AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int -, Wis 10,
Cha 2
Skills and Feats: Climb +10, Hide +14, Spot +4; Weapon Finesse
Room #22 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #2 Archway

Monster 1 x Spider Swarm

Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3;


Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17,
flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full
Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction,
poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin
traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

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

Darkmantle: CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd


20 ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch
11, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam);
Full Atk +5 melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness,
improved grab, constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3,
Ref +2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative

Room #24 West Entry #1 Archway

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

Monster 1 x Shrieker (fungus)

Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8


(-5 dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -;
Full Atk -; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant
traits; AL N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2,
Cha 1
Skills and Feats: -; -

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

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6


squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base
Atk +1; Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2
melee (1d6+1 plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2
claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ
Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +0,
Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move
Silently +6, Spot +7; Multiattack
Room #26 East Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard
5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly

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

Darkmantle: CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd


20 ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch
11, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam);
Full Atk +5 melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness,
improved grab, constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3,
Ref +2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative

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)

Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init


+2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch
14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus
poison, bite); Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach
2-1/2 ft./0 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV
Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #29 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #76

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

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

Monster 1 x 1st Level Warrior Svirfneblin (gnome)

1st level warrior svirfneblin: CR 1; Small humanoid (gnome); HD


1d8+4; hp 8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base
speed 20 ft.; AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1
buckler), touch 16, flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee
(1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light crossbow); Full Atk
+2 melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light
crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Gnome
traits, svirfneblin traits, spell resistance 12; AL N; SV Fort +5, Ref +3,
Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness
Treasure: 100 sp; hoard total 10 gp
Room #33 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #54, inhabited by 1 x Darkmantle

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


Ⓣ Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset;
hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft.
deep (2d6, fall); multiple targets (first target in each of two adjacent 5 ft.
squares); Search DC 20; Disable Device DC 23

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

East Entry #1 Archway


East Entry #2 Archway

Room Features A narrow shaft falls into the room from above, and a ruined chain shirt
lies in the west side of the room

Monster 1 x Spider Swarm

Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3;


Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17,
flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full
Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction,
poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin
traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

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

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6


squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base
Atk +1; Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2
melee (1d6+1 plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2
claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ
Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +0,
Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move
Silently +6, Spot +7; Multiattack

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

East Entry Unlocked Good Wooden Door (hard 5, 15


hp)
→ Leads to room #46

Empty

Room #38 South Entry Archway

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)

Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11;


Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural),
touch 13, flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus
poison, bite); Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5
ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft.,
vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con
12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon
Finesse
Treasure: Arcane Scroll (Bull's Strength (150 gp), Invisibility (150 gp),
Obscure Object (150 gp)) (total 450 gp); hoard total 450 gp

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)

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


→ Leads to room #60, inhabited by 1 x Spider Swarm
South Entry Unlocked Simple Wooden Door (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

Monster 1 x Medium Monstrous Spider (vermin)

Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11;


Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural),
touch 13, flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus
poison, bite); Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5
ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft.,
vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con
12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon
Finesse
Treasure: 80 sp; Steel Chalice engraved with Dwarven Axeheads (300
gp); hoard total 308 gp
Room #41 West Entry Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard
5, 10 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved
from stone

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

Monster 1 x Spider Swarm

Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3;


Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17,
flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full
Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction,
poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin
traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

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

Grimlock: CR 1; Medium monstrous humanoid; HD 2d8+2; hp 11; Init


+1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +4; Atk +4 melee (1d8+3/3, battleaxe); Full
Atk +4 melee (1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA -; SQ
Blindsight 40 ft., immunities, scent; AL NE; SV Fort +1, Ref +4, Will +2;
Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness,
Track
Treasure: 130 gp; hoard total 130 gp

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

Monster 5 x 1st Level Warrior Goblin

1st level warrior goblin: CR 1/3; Small humanoid (goblinoid); HD


1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +2
leather armor, +1 light shield), touch 12, flat-footed 14; Base Atk +1;
Grp -3; Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin);
Full Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +3,
Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot
+2; Alertness
Treasure: 2000 sp; hoard total 200 gp

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

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

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

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

Monster 1 x Spider Swarm

Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3;


Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17,
flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full
Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction,
poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin
traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

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

Homunculus: CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft.


(4 squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-
footed 12; Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite);
Full Atk +2 melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.;
SA Poison; SQ Construct traits, darkvision 60 ft., low-light vision; AL N;
SV Fort +0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

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

West Entry Archway


→ Leads to room #76

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

Room #50 East Entry Unlocked Stone Door (hard 8, 60 hp)

Trap Fusillade of Darts: CR 1; mechanical; location trigger; manual reset;


Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each
target in two adjacent 5 ft. squares); Search DC 14; Disable Device DC
20

Hidden Treasure Unlocked Good Wooden Chest (hard 5, 15 hp)

90 gp; Potion of Delay Poison (300 gp); hoard total 390 gp


Room #51 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #56, inhabited by 1 x Shrieker

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

1st level warrior goblin: CR 1/3; Small humanoid (goblinoid); HD


1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +2
leather armor, +1 light shield), touch 12, flat-footed 14; Base Atk +1;
Grp -3; Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin);
Full Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +3,
Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot
+2; Alertness
Treasure: 70 gp; hoard total 70 gp

Trap Extended Bane Trap: CR 3; magic device; proximity trigger (detect


good); automatic reset; spell effect (Extended Bane, 3rd level cleric,
DC 13 Will save negates); Search DC 27; Disable Device DC 27

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)

South Entry #3 Archway


→ Leads to room #55

Empty

Room #53 North Entry #1 Archway


North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #59
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)

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

Grimlock: CR 1; Medium monstrous humanoid; HD 2d8+2; hp 11; Init


+1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-
footed 14; Base Atk +2; Grp +4; Atk +4 melee (1d8+3/3, battleaxe); Full
Atk +4 melee (1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA -; SQ
Blindsight 40 ft., immunities, scent; AL NE; SV Fort +1, Ref +4, Will +2;
Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness,
Track
Treasure: 3000 cp; hoard total 30 gp
Room #54 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)

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

Darkmantle: CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd


20 ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch
11, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam);
Full Atk +5 melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness,
improved grab, constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3,
Ref +2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative

Room #55 North Entry Archway


→ Leads to room #52

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

South Entry Archway


→ Leads to room #1, inhabited by 1 x Choker

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

Monster 1 x Shrieker (fungus)

Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8


(-5 dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -;
Full Atk -; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant
traits; AL N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2,
Cha 1
Skills and Feats: -; -

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

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -


1; Spd 30 ft. (6 squares); AC 15 (-1 dex, +6 natural), touch 9, flat-
footed 15; Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +1 melee
(1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee (1d6, club)
and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2
claws) and -1 melee (1d4, bite) or +1 ranged (1d6, javelin);
Space/Reach 5 ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE; SV
Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus
(javelin)
Treasure: 1000 cp; Everburning Torch (110 gp); hoard total 120 gp

Room #59 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2 to break
DC)
→ Leads to room #57

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


South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #53, inhabited by 1 x Grimlock
Room Features A faded and torn tapestry hangs from the west wall, and an altar of evil
sits in the center of the room

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

Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3;


Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17,
flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full
Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction,
poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin
traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;
Room #61 South Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #68

Monster 1 x Shrieker (fungus)

Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8


(-5 dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -;
Full Atk -; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant
traits; AL N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2,
Cha 1
Skills and Feats: -; -

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

Monster 1 x Spider Swarm

Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3;


Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17,
flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full
Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction,
poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin
traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

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)

Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init


+2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3
natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee
(1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite);
Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits;
AL N; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis
10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Room #64 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)

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

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

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

Room #66 West Entry Archway


→ Leads to room #67, inhabited by 10 x Rat
East Entry Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

Monster 1 x Spider Swarm

Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3;


Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17,
flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full
Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction,
poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin
traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

Room #67 East Entry Archway


→ Leads to room #66, inhabited by 1 x Spider Swarm

Monster 10 x Rat (animal)

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

Trap Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual


reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets
(first target in each of two adjacent squares); Search DC 24; Disable
Device DC 18
Room #68 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60
hp)
→ Leads to room #61, inhabited by 1 x Shrieker

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

Monster 5 x Dire Rat

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

Monster 14 x Tiny Monstrous Centipede (vermin)

Tiny monstrous centipede: CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init


+2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch
14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus
poison, bite); Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach
2-1/2 ft./0 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV
Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse
Room #73 West Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
→ Leads to room #8, inhabited by 4 x 1st Level Warrior Goblin
Room Features A mural of a legendary battle covers the ceiling, and a forge and anvil
sit in the south side of the room

Monster 1 x Spider Swarm

Spider swarm: CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3;


Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17,
flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full
Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction,
poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin
traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -,
Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

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

Monster 1 x Medium Monstrous Spider (vermin)

Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11;


Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural),
touch 13, flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus
poison, bite); Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5
ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft.,
vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con
12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon
Finesse
Treasure: 60 sp; hoard total 6 gp

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

East Entry Archway


→ Leads to room #49

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

Random Dungeon Generator


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