Room #1:
Door (west, 2 from north): wooden, strong, stuck
Monsters
o (ghost) K'fralix, male hobgoblin Ftr8: CR 8; Size M (7 ft., 0 in. tall); HD
8d10+24; hp 73; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12
(+2 Dex); Attack +11/+6 melee, or +10/+5 ranged; SV Fort +9, Ref +4, Will
+2; AL LE; Str 16, Dex 15, Con 16, Int 13, Wis 10, Cha 13.
Languages Spoken: Common, Goblin, Infernal.
Skills and feats: Craft +8, Handle animal +6, Hide +2, Listen +0, Move
silently +6, Ride +12, Sense motive +2, Spot +0, Swim +12; Ambidexterity,
Dodge, Improved initiative, Leadership, Mounted combat, Power attack,
Weapon finesse (mace, light), Weapon focus (longsword).
Possessions: 9,400 gp in gear.
Treasure
o 250 gold coins (250 gp)
o +1 buckler (1165 gp)
Features
o backpack
o scroll case (empty)
o keg
o overhang
o statue (toppled)
o furniture (broken)
Room #2:
Door (east, 3 from north): wooden, strong, stuck, down-sliding
Door (north, 3 from west): wooden, good, stuck
Empty
Room #3:
Door (east, 1 from north): iron, locked, side-sliding, trapped [trap: globe of cold
(CR4) (Find/Disable DC 24)]
Door (west, 1 from north): wooden, good, stuck
Empty
Room #4:
Door (east, 1 from north): wooden, good, stuck, up-sliding, trapped [trap: spell
(Telekinesis) (Find/Disable DC 24)]
Door (north, 5 from west): wooden, simple, stuck
Door (south, 3 from west): wooden, simple, locked
Monsters
o hobgoblin (4)
o goblin (4)
Features
o oil (scented)
o firepit
o iron maiden
o oven
o portcullis
Room #5:
Door (south, 3 from west): iron, locked
Door (north, 1 from west): wooden, strong, free
Features
o jar
o pot
o paint
o lamp
o loose masonry
o loom
o bench
Trap
o spell (Temporal Stasis) (Find/Disable DC 24)
Room #6:
Door (west, 5 from north): wooden, simple, stuck
Door (east, 4 from north): wooden, simple, free
Monsters
o harpy (1)
Treasure
o 64 platinum coins (640 gp)
o gemstone - amber (70 gp)
o gemstone - blue quartz (13 gp)
o gemstone - azurite (9 gp)
o gemstone - red garnet (90 gp)
Room #7:
Door (west, 5 from north): wooden, strong, locked, up-sliding
Door (east, 1 from north): iron, locked
Features
o teeth
o paint
o utensils
o spike
o relief
Room #8:
Door (west, 2 from north): wooden, simple, stuck
Monsters
o worg (2)
Treasure
o gemstone - jasper iolite (60 gp)
Features
o anvil
o grinder
o cleaver
o shelf
o crate
o workbench
Room #9:
Door (west, 3 from north): wooden, strong, stuck, down-sliding, trapped [trap: spiked
pit trap (60 ft. deep) (CR4) (Find/Disable DC 24)]
Trap
o spiked pit trap (60 ft. deep) (CR4) (Find/Disable DC 24)
Room #10:
Door (east, 2 from north): stone, stuck
Door (west, 1 from north): wooden, simple, locked, trapped [trap: spell (Acid Fog)
(Find/Disable DC 24)]
Monsters
o carrion crawler (1)
Treasure
o 100 gold coins (100 gp)
o Chain shirt (100 gp)
Room #11:
Door (north, 1 from west): (concealed) wooden, strong, locked, behind tapestry,
trapped [trap: pit trap (80 ft. deep) (CR4) (Find/Disable DC 24)]
Features
o odor (unidentifiable)
o fungus
o bones (humanoid)
o tongs
o partially collapsed ceiling
Room #12:
Door (south, 2 from west): iron, stuck
Empty
Room #13:
Door (south, 1 from west): wooden, strong, locked
Features
o flint and tinder
o dung heap
Room #14:
Door (north, 2 from west): wooden, good, stuck
Empty
Room #15:
Door (north, 1 from west): (concealed) illusory wall
Monsters
o weretiger (lycanthrope) (1)
Treasure
o 80 platinum coins (800 gp)
o gemstone - rock crystal (40 gp)
o gemstone - jade (90 gp)
Features
o spices
o trough
o cupboard
Room #16:
Door (east, 1 from north): iron, stuck
Monsters
o zombie, medium-size [human] (8)
Treasure
o sling bullets (50) (50 gp)
Features
o bones (nonhumanoid)
o hole
o balcony
o altar
o weapon rack
Room #17:
Door (east, 2 from north): wooden, strong, free
Features
o books
o carving
o statue (toppled)
o carving
o pit (shallow)
Room #18:
Door (north, 5 from west): (concealed) illusory wall
Monsters
o allip (2)
Treasure
o 250 gold coins (250 gp)
Room #19:
Door (south, 2 from west): stone, locked
Features
o lantern
o bones (humanoid)
o pouch
o oil (scented)
o platform
o chasm